Heart and Fur

March 26, 2024 | Author: Anonymous | Category: N/A
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Author’s Note

Special Thanks to our Patrons

The game you hold in your hands represents the culmination of over half a decade of work. Its gone through a half-dozen versions and revisions, been taken apart and put back together again many times, and now, finally, has become a finished product. Its been a wild ride getting here, and one truly amazing experience. But none of this would be possible without you. All of you. The fandom has been a constant presence in my life for a long time, and has helped me through some of the darkest times I’ve experienced. This game is my way of saying thank you. I hope it gives back to the fandom a tiny fraction of what it has given me over the years. But don’t think for a moment that this is the end. This is only the beginning. I’ve got so much more in store for the future. Hopefully, this is beginning of something great, but that’s no for me to say. So, if you find yourself holding a copy of this game, I just want to say thank you. Thank you for being you, and for making this fandom such a wonderful place. Best of luck, and happy hunting. Zed.

Natani Lucchini Noel MacLeod Crow Tyler Smith Gavin Ward Z-Byte Michael Paradela Scott Ivey Jay Ellis-James Conner Scholte Michael Brookins Raya Dah Habis Dexter Barbo Justin Peterson Kasumi Takanawa Justin Peterson Kah

Friends

Lovers

Soulmates

Playtesters

The Dragon Hermit Markus Ursa Xagranos Lori Longhorn Nat

Art Credits

The art credits for each piece of artwork in this game are embedded at the bottom of each page, along with the artist’s preferred means of contact. Cover art is by Fleki.

Written and Designed by Zed Copyright © 2017 by Sheath Studios. All rights reserved.

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Contents

Part One: Game 6

Character Creation 9 Character 11 Races 21 Mechanics 31 Traits 40 Equipment 46 Running the Game 52

Part Two: Setting 54 Lamina 56 The Strain 66 Glimmer 78

Character Sheet 91

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Part One Game

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Welcome to Heart and Fur. Heart and Fur is a character-centric roleplaying game, where characters’ relationships and personalities are their most important traits. While other roleplaying games aim to tell stories of adventure, where the main characters slay monsters and save worlds, Heart and Fur is different. It aims to tell stories that are smaller in scope, focusing on the lives, goals and emotions of a group of people and their immediate friends and lovers. It’s a much more intimate kind of game. If you’ve ever played a game of text-based roleplay with a friend over the internet, then you are familiar with the kind of story that Heart and Fur aims to tell. If this kind of story isn’t for you, that’s fine. Future supplements will expand on the kinds of games that can be played using Heart and Fur. If this kind of game does appeal to you, however, then you’re in for quite a ride.

solely for their own PC, and has complete control over their personality and actions. If the game were a movie, the PC would be the stars, and the players would be their actors, writers and makeup artists. Heart and Fur typically works best with small groups of players, between two and four, so each has more time in the limelight.

Alternate GM Styles

The role of GM is a challenging one, but you don’t have to do it alone. If the gaming group agrees, the responsibility of GMing can be shared or rotated among the gaming group.

Rotated

If everyone is willing to take some responsibility for being the GM, the role can be rotated among the gaming group. Each week or game session, a different person takes on the role of GM, running the game and portraying all the supporting characters until its someone else’s turn. This style of GM works best for episodic stories that last a session or two and then end. That way, a GM can come in, tell a short but cohesive story, and then give the seat over to someone else.

What is a Roleplaying Game?

A roleplaying game is a game that is played almost entirely within the minds of its players. It’s a shared imaginary world, a collaborative story and a rules-based game all in one. It’s an experience unlike any other, where you have complete control over the course of the story and the actions of the characters within it. In a roleplaying game, the players don’t compete with one another. Rather, they take turns describing what their characters do in the imagined game world. When conflict happens, be it between two characters or a character and the environment, rules are used to resolve how the conflict ends. The golden rule of a role-playing game is to have fun. Every other rule in this or any other book should ultimately lead toward that end goal. If something in this book impedes the game you want to play or the story you want to tell, then change it. It’s as simple as that.

Shared

In this method, each player takes on some responsibility for running the game. Rather than having one person control all non-player characters, each player controls one or two NPCs. Whenever those characters are on-screen, their player is responsible for their actions and any conflict involving them. The players as a whole decide on the direction that the story will move in, and the task of creating a compelling story is split evenly between them. Each player takes some responsibility for creating and running a region or section of the game. These can be physical locations (downtown, the mall, the beach) or aspects of the narrative (a mystery, conflict, the world’s history). Whenever the players are interacting with that facet of the story, its creator takes over being GM. Whenever a character attempts to accomplish something, another character’s player is responsible for creating the challenges they must overcome in order to succeed. This model works best for games that focus on character interaction and social dynamics, as it is difficult to run a complex plot using this method. Still, sharing GM responsibilities can be a uniquely rewarding experience.

What You’ll Need

In order to play Heart and Fur, you need only a few things. First, you’ll need a copy of this book. Second, you’ll need some copies of the character sheets found with this book or at SheathStudios.com, as well as some blank paper and pencils. You’ll also want some tokens to track character’s Heart points. Beads, poker chips and small candies work fine for this purpose. Finally, and perhaps most importantly, you’ll need some dice. Specifically, you’ll need twelve-sided dice (d12s). Each players should ideally have their own die, while the GM may want to have more than one. How these dice are used will be covered more later on.

Comfort Levels

Let’s be honest, Heart and Fur is about sex. It’s also about character interaction, emotion and relationships, but it’s still about sex. In light of this, it’s important to discuss with each player about their comfort level and expectations. It’s never a good idea to put a player in a situation they aren’t comfortable with, especially one that involves sex. Presenting characters with novel challenges and new experiences is one thing. Making that character’s player feel unsafe or like they are being forced into something they don’t like is by far another. There’s a simple way around this though, and that’s being honest with each other about what each person wants to experience and what they don’t. The cardinal rule here is consent, just like in real life.

Roles

Heart and Fur is best played with a group of between three and five people. One of these people takes on the role of Game Master, hereafter shortened to GM. This person describes the setting and scenario, role-plays all of the supporting characters and prepares adversaries and challenged for the player characters. Whenever a dice roll is needed, they set the difficulty and describe the action’s results. In short, they make the game happen. Everyone else takes the roll of a player character, or a PC. These are the heroes (or antiheroes) of the story. They are the ones the action and drama centers around. Each player is responsible

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Web Tools

crucial role in the stories and adventures told using this system. In addition, Heart and Fur aims to be as inclusive as possible, providing rules for portraying a wide number of sexual preferences and activities, some real and some pure fantasy, without forcing any of them on the characters or story.

If your gaming group is not comfortable meeting in person, or is separated by great distances, there are several online alternatives to meeting in real life. Roll20 is a website designed for hosting roleplaying games, and supports maps and voice chat. MapTools is a desktop application that allows users to host servers that others can join, and supports maps and a wide variety of user-created macros. It’s not as user friendly as Roll20, and there is no voice chat, but it also has more flexibility. Both have builtin dice rollers, and both are free. It is worth keeping in mind that online roleplay typically takes longer than in person. If your group is going to be playing digitally, expect everything to take twice to three times as long to resolve. Also, if you’re having trouble finding a group, or want someone to discuss the game with, SheathStudios.com hosts a forum dedicated to Heart and Fur. There you can find places to chat about your own rules and characters, find groups and do play by post roleplay.

Social Focus

Heart and Fur places a great emphasis on social interaction and the relationships between characters. The core idea of Heart and Fur is that our relationships make us stronger, and define in a way who we are as a person. The challenge of portraying a real and dynamic character, complete with relationships and quirks, is what the game is fundamentally about. As such, Heart and Fur can lend itself to a different form of play than many roleplaying games. Campaigns that center solely on character interaction and the complex net of relationships between characters are possible. Entire game sessions can focus solely on building or altering relationships, rather than on more conventional roleplaying staples like mystery or combat. Running a game like this can be a truly unique experience. It’s not for everyone; some people by far prefer simply blowing things up and killing monsters. That’s perfectly fine as well, but the option remains there for those who are interested.

Design Goals

Every rpg has goals: what it is trying to accomplish or be about. Heart and Fur is no different. Its primary goals are twofold: sex positivity and social focus.

Sex Positive

Heart and Fur aims to do something never before done in an rpg: to present sex in a manner that is both positive and fun to play. Some games have made reference to sex, or even involved it in their mechanics, but it is rarely more than a footnote compared to the game’s other elements. Heart and Fur is different. Sex is integrated into almost every aspect of the game, and can play a Vancha Marl - Furaffinity 8

Character Creation

Step Four: Select Race

The first step in playing Heart and Fur is creating a character. This will be your avatar in the game world, and it’s best to create a character that you think will be fun to play. No one wants to get stuck with a character that they later find boring or uninteresting. This chapter outlines the process of making a character step by step.

You probably already have an idea of the race you want to play. If not, read through the Races chapter and pick a race that you like. Select a Race that you think would be fun to roleplay, not one that has the best Traits, as you’ll be far happier with an enjoyable race than a mechanically optimized one. Record your race’s Traits and Personality on your character sheet and make note of how many bonus points that race gets. If you want to, you can select a Personality that is different than your race’s default Personality. The default Personalities indicate what a race is typically like, but there will always be people who don’t fit a race’s standard behaviour. The choice is yours.

Step One: Determine Setting

The first step in making a character is determining what kind of world they will exist within. Talk with GM about the setting they will be telling your story in. Making a suave swashbuckler is of little use in a sci-fi setting where everyone fights with rayguns. Perhaps a suave pilot would be a better fit. This book contains a few sample settings, but others can easily be substituted for them.

Step Five: Select Body Type

Step Two: Character Concept

Characters in Heart and Fur can have one or more body types, which are descriptions of their overall physique. This has no direct mechanical impact, although characters can have Preferences for them, but gives you a chance to make your character more unique in appearance and concept. You are free to choose more than one body type, or none at all.

Come up with an idea or short phrase that sums up your character. Ideally, this phrase should give you some indication as to their personality and profession. The previously mentioned suave swordsman is a good example. In particular, think about how your character responds to conflict. Are they going to be a frontline fighter or a social manipulator? It’s worth checking in with the rest of your gaming group at this point to make sure you have some variety in your characters. Having everyone play a swordsman leaves a lot of bases uncovered. Also, think about what race and gender you would like your character to be, and how that fits into your concept of them.

• • • • • them.

Step Three: Select Sexual Traits

Lithe - Your character is thin and spry. Muscular - Your character is well muscled and large. Petite - Your character is short and small. Tall – Your character is uncommonly tall. Weighty - Your character has a few extra pounds on

Choose both your character’s sexual regions and their gender identity. Characters can begin with any combination of sexual regions they desire. Hermaphrodites and other intersex individuals occur naturally in the world of Heart and Fur, and don’t carry any sort of stigma in most places. Some default packages are outlined below, but you are free to mix and match as you like.

Step Six: Personalities

• Penis, Testicles • Vagina, Clitoris, Breasts • Penis, Testicles, Breasts • Vagina, Clitoris • Penis, Testicles, Vagina, Clitoris, Breasts Record these in the Traits and Regions sections of the character sheet, as well as the mouth, hands and anus resions, which all characters have. In addition, select your character’s gender. This is not what traits their body has, but what they internally identify as. There are three main options, each with some associated pronouns, but none of them are mandatory. A character is perfectly free to not identify with a gender, and use whichever pronouns they feel best fit them.

Step Seven: Select Skills

• • •

Now comes the mechanical side of character creation. First, you need to select your character’s Personalities. Characters have three Personalities, one from their race and two you choose. Select two Personalities from the list in the next chapter, or create your own. The next step in character creation is to select your character’s Skills. You get seven points to put into Skills. Raising a Skill from +0 to +1 or +1 to +2 costs one point. Raising a Skill from +2 to +3 costs two points. You have two options when selecting Skills. Your character can have a high rating in relatively few Skills, or a moderate rating in a large number. The choice is up to you. If you want a combat specialist, put a large number of points into Fighting and Athletics. If you want them to be a social expert, invest in Persuasion, Deception and Integrity. Being a specialist means that you will be very capable in a narrow range of activities, but generally not useful outside of those tasks. Being a generalist means that you’ll normally have a Skill relevant to most situations, but you won’t be as good at any one thing as a specialist will. This is especially useful if there are many specialists in the group already. Also, consider putting at least a couple point into sexual Skills, as they are likely to come up at some point.

Male (he and his) Female (her and hers) Herm (shi and shis)

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Step Eight: Select Assets

After Skills, the next step is to give your character Assets. Like Skills, you get seven points to spread among your character’s Assets. Raising an Asset from 0 to +1 or from +1 to +2 costs one point, while raising it from +2 to +3 costs two. Unlike Skills, not all characters are going to have access to all Assets. Some Assets require the character to possess certain Traits. For example, your character can’t gain ratings in the Penis Asset if they don’t have a penis. Again, think about what you want your character to be good at, and choose between having a few high rated Assets or several lower rated ones. Also consider choosing Assets that complement your character’s Skills. Fighting and Muscle, Integrity and Intellect, Athletics and Speed, these Skills and Assets are normally paired together, and investing in both will make your character more capable within their chosen sphere of focus. Like with Skills, think about putting a point or two into a sexual Asset.

Step Nine: Bonds

Choose people who your character have Bonds with. Characters begin with two rank-one Bonds and one rank-two Bond. Some of these can and perhaps should be towards other player characters. This ensures that you’ll have an easy way of replenishing Heart during play, and provide more cohesion to the group. Some Bonds should be towards non-player characters, as they help to flesh out your character and provide hooks that the GM can use to create stories in the future.

Step Ten: Preferences

Select any number starting Preferences for your character. These are sexual likes and interests that your character has, and can be rated as either weak or strong (Preferences are explained in more detail in the Mechanics chapter). These can be for anything you like, including certain body types, sexual acts and kinks. Make sure these are for things that you would enjoy roleplaying, as they are likely to come up through the course of the game.

Step Eleven Bonus Points and Flaws

Based on your choice of Race, you’ll have a number of bonus points to spend on whatever you like. Each bonus point can raise one Skill or Asset from 0 to +1 or +1 to +2, while two can raise one from +2 to +3. Characters can also spend bonus points on Traits. Internal and External Traits cost one bonus point each, while Cosmetic Traits cost nothing. It’s worth noting that some people in the world of Heart and Fur possess Traits that don’t come from their species. They are rare mutants or have a hint of some other race’s blood in them. At this point, you may want more bonus points. These can be obtained by selecting Flaws, which are Traits that in some way hinder or inconvenience the character. Each Flaw gives you one bonus point, and you can never have more than three Flaws in total.

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Step Eleven: Finishing Touches

Your character is almost done. The next step is to determine a good motivation for your character. As gameplay in Heart and Fur is often riven by character motives, it’s important to give your character a few overall goals that they can pursue. Do they want to become a famous singer or performer? Help win an ages old feud with another family? Or do they just what to make love to as many beautiful women as possible? Decide on three Motives for your character that they will pursue during the story to come. Optionally, some Motives can be left undefined and filled in during play as the character learns more about themselves. Just make sure that this isn’t used as an excuse to declare every situation a character enters as a Motive. Characters also start with some equipment. They begin with one Tool and one Outfit. All characters also begin with ten Wealth, although this number can be changed by the GM based on the kind of setting they are using.

Character

Compassionate

Characters are the core of any story, and this is no different in a role-playing game. The characters you create will be your avatars in the game world. Through them, you’ll interact with the rest of the setting and have grand adventures. The mechanics outlined here represent a wide variety of character traits, including their core Personalities, Skills, Assets and relationships.

A compassionate character cares deeply about the feelings and wellbeing of others. This may be a select group of friends, but is more likely to be everyone they meet. The compassionate are typically known for being supportive and kind, and can often overextend themselves when seeing to other’s needs. The compassionate normally:

Personalities

Characters in Heart and Fur are people first, and are chiefly defined by their Personalities. These are simple, one-word descriptions of their nature and demeanour. Whenever a character acts in line with one of their Personalities, they gain a +2 bonus to the relevant dice roll. This is stackable, so acting in line with two Personalities grants a +4 bonus, and so on. In light of this, make sure that you pick Personalities you will actually enjoy roleplaying, as they are going to come up a lot. This section lists a selection of sample Personalities to use in your game. More can be created by both players and the GM as they see fit.

• Come to the aid of those in need. • Defend those who can’t defend themselves. • Take other people’s feelings and desires into account when acting.

Curious

The curious are always looking for new information and experience. Some may be book smart, seeking new knowledge in tomes and academics, while others try to learn from life itself, seeing each new experience as a new lesion. When presented with something new, the curious often can’t resist jumping in, just to see what it is like. The curious often:

Aggressive

The aggressive are always ready for a fight, and never back down. They aren’t necessarily angry people, they just hate to lose or surrender. This can often get them into problems, but it also means that they won’t give up going after something that matters to them. The aggressive often: • • •

• • •

Start conflicts with others. Pursue goals regardless of obstacles. Refuse to back down from a fight or confrontation.

Determined

The determined act with resolve and self-assurance. They will stop at nothing when pursuing their goals and objectives, and let nothing stand in their way. When presented with an obstacle, they never stop looking for a way to go around, through, or over it. Even when anyone else would have long since given up, the determined stay strong and keep trying. They normally:

Aloof

An aloof character keeps their thoughts and motives to themselves. They act as though they are disinterested in the world around them, perhaps as though it’s beneath them, perhaps as though it simply bores them. There is a distance between them and the rest of the world, one which they create and maintain. You act aloof when you: • • •

Seek out new information. Ask frequent questions. Look for new experiences.

• • ing it. •

Withhold information about yourself. Act disinterested in what’s going on around you Give others the cold shoulder.

Persevere even when success is not assured. Keep with the same course of action rather than changIgnore obstacles and pursue goals regardless of them.

Dominant

Carefree

The carefree don’t take life too seriously. It’s not that they don’t care, it’s that they know that you can’t get too attached to things. They are laidback and easygoing, making them easy to get along with. Even when the going gets tough, they never lose their relaxed attitude, and just keep reminding themselves that they’re going to be alright. The carefree normally:

The dominant thrive on being in charge. Regardless of the situation, they always try to be in control. Some see themselves as natural leaders, whose leadership is the best option in any set of circumstances, while others simply love telling others what to do. The dominant don’t take people questioning their control lightly, and will defend their position of dominance against any threat. The dominant normally:

• • •

• • •

Make light of serious situations. Encourage others to relax or calm down. Act calmly even when surrounded by difficulty.

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Try to take control of a situation. Act with authority even when they aren’t given any. Command others to do their bidding.

Eager

The eager are always open to new experiences and adventures. They love life, and love diving into it feet first. They are often friendly and likeable, and their friends know that they are open to anything. They come at all situations with a willingness to experience and enjoy, be they friendships, work or sexual encounters. The eager: • • •

Leap into new situations. Express desire and willingness. Agree to new experiences or courses of action.

Independent

The independent prefer to act and work alone. It isn’t necessarily that they don’t like people, they simply prefer to be by themselves. They are typically assured of their own abilities and don’t like relying on others for help. More than that, they often reject the society around them, preferring to find their own ways of living and doing things rather than accepting those of others. The independent normally: • • •

Flamboyant

The flamboyant treat life as a great stage. To them, everything is a performance, and they are the star performer. Why be small when you can be large, they ask. Everything about them is larger than life, from their clothing to their mannerisms. Not everyone may like them, but everyone notices them, and that’s good enough for them. The flamboyant typically: • Act with eccentricity or strangeness. • Make a big deal of themselves. • Draw attention to themselves through their actions and words.

Loyal

The loyal care deeply about their friends, allies, or superiors. They would never dream of betraying those they care for, and want to do whatever they can to help them. The may not necessarily be obedient or submissive, but the will act in the best interests of those they are loyal to whenever they can. Their loyalty runs deep, and is often their main motivation for doing what they do. They loyal often: • • •

Fleki - Furaffinity 12

Ignore offers of help from others. Strike out on their own. Ignore dominant social conventions or expectations.

Stick with the people they know well. Defer to a leader or authority figure. Take action to benefit their friends or allies.

Passionate

Proud

• • •

• • •

The passionate are driven by their emotions. Be it anger or lust, their feelings burn hot and dictate most of their behaviour. The passionate often leap into situations without thinking them through first, acting on whatever feeling is strongest at the time. They may be easy to enrage or seduce, but they are always true to themselves. The passionate are known to:

The proud are full of self-worth and confidence. They may not necessarily think that they are better than others, but they are fully aware of how amazing they are, and expect everyone else around them to be aware of it as well. Some walk a fine line between self-esteem and arrogance while others fall off that line entirely, but all value themselves highly. The proud typically:

Act on emotion without thinking things through. Attempt to seduce someone because of lust. Start a fight or conflict because of anger.

Playful

Random

To the playful, everything is a game. All of life is an opportunity to have fun and experience new things. They can take any situation, from a business meeting to a gathering of friends, and turn it into a sport. In their personal relationships, they are always looking for ways to have fun and play. The playful normally: • • •

Speak about themselves in glowing terms. Expect respect and deference from others. Act like they are in charge or otherwise a leader.

The random are impossible to predict. Their actions are often nonsensical and strange, following a logic that is apparent only to them. No one can predict them, and that’s just fine with them. People who know them know that they often make no sense. But sometimes, through chance or some invisible plan on their part, their crazy actions work and produce results. Often, when this happens, they are the most surprised of anyone. The random often:

Turn serious situations into games. Encourage others to have fun or play. Make light of difficult situations or circumstances.

• • •

Practical

The practical are concerned with the world that can be seen and touched, not the world of abstracts and ideals. They act based on what they think will work, not high-flying morals or principals. For the practical, results come first, all else second. The practical typically:

Take actions that make no sense. Change courses of action part way through taking them. Suggest plans or actions that come out of left field.

Rowdy

The rowdy like to party. Whether it’s a night out drinking or a night in with friends, they love to have a good time. Regardless of what they are doing at the time, they can turn almost any situation or gathering into a party. The rowdy like to:

• Try to find down to earth solutions to problems. • Act for realistic reasons, not based on ideals or notions of how things should be. • Reason through problems rather than acting on intuition or emotion.

• • •

Proposition someone for sex or another activity. Try to arrange parties or gatherings. Try to make serious situations into a parties.

Serene

Proper

The proper care about the correct ordering of their actions and relationships. For them, social standing and correct behaviour are of the highest importance. They don’t argue with their betters or violate the established social order. At least, they don’t do so openly. The proper are known to:

The serene are bastions of calm and self-control. They are controlled under pressure and act with tranquility in all that they do. They are more than just relaxed. They are immovable objects, never allowing the world to get the better of them. Nothing can get them riled up, and just being in their presence often makes other people feel more at ease. The serene are known to:

• • •

• • •

Defer to those of higher social standing. Demonstrate etiquette and decorum. Deal with problems calmly and civilly.

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Not react emotionally to events. Try to deescalate situations. Approach problems with calm and peacefulness.

Serious

The serious are solemn and contemplative. They are not inclined to joke or make light of a situation, and always focus on the task at hand. They are formal and to the point, never deviating from what they want or are there to do. They serious normally: • • •

Remain focused on a goal regardless of distractions. Ignore frivolous behaviour or jokes. Encourage others to be calm and think things through.

Shy

The shy dislike being the center of attention. They don’t like when others are focused on them, or when they stand out. They may dislike people, or they may just be introverted, but the result is the same, they prefer to blend into the background whenever possible. This shouldn’t be mistaken for cowardice, however, as the shy can be just as courageous as anyone else. The shy often: • • •

Avoid interacting with others. Present themselves meekly or not at all. Use indirect means of attaining their goals.

Sly

The sly are cunning and mischevious. They get what they want through manipulation and misdirection, never through direct means. This doesn’t make them bad people, as they can just as easily bring people together through their schemes. It just makes them subtle. The sly never act overtly if they can help it, always planning and maneuvering others to their advantage. The sly often: • Misrepresent their goals or motives to others. • Attempt to manipulate people into doing what they want. • Use subtlety and guile rather than outright action or persuasion.

Sociable

A sociable character likes to talk to and relate to others. They are gregarious and easily liked. They prefer to spend their time talking with other people than alone, and make friends easily with those they meet. Even when there is no benefit to it, they can always be found striking up conversation with strangers and passers-by. Sociable characters often: • • •

Submissive

The submissive like it when others take control of their actions or a situation. They might be timid introvert or a proud bottom, but either way, they prefer that someone else be in control. They may make this preference into a lifestyle, where they let other people direct them, or restrain it to certain parts of their life, such as romance or their work, but either way, the like to be dominated. A submissive character will normally: • • •

Let others make their decisions for them. Agree with another person’s ideas or point of view. Go along with what others want.

Skills

A character’s talents and learned aptitudes are represented by their Skills. Skills cover a broad range of possible capabilities, from the ability to use a weapon to how good a character is in bed, and help to define a character’s life and history. Mechanically, Skills have three possible ratings, +1, +2 and +3. Whenever a character attempts an action that they have a relevant Skill for, they gain the Skill’s rating as a bonus to that action. Only one Skill can be applied to any given action. A number of Skills are outlined here, along with what Assets they are commonly paired with and some sample uses of each. More Skills will be added in future supplements, and can be created by the GM or the group. Should one of a Skill’s uses reference making a roll, but does not state the roll’s difficulty, assume it is 4.

Alchemy

Alchemy is the skill of making potions and elixirs with various effects (see more about potions in the Equipment chapter). Alchemy is a form of science that can yield miraculous results. The Skill normally comes from training under a master alchemist, but can also come from experimentation as a hobby potion-maker. Alchemy is always paired with Intellect. • A character with the Alchemy Skill can make potions. Doing so requires one hour of work and access to materials equal to half the potion’s final cost. The Quality of potion the character can make is determined by their rating in this Skill. Weak potions at +1, Moderate potions at +2, Strong potions at +3. • A character can identify a potion they encounter with a difficulty 4 Alchemy roll.

Athletics

Athletics represents a character’s ability to perform all manner of strenuous physical activities, including climbing and swimming. It is a broad Skill with many potential uses, which makes it valuable in many different situations. Someone with high Athletics is likely an outdoors sort, or perhaps uses climbing to navigate an urban area. Athletics can be paired with a variety of Assets.

Start conversations with strangers. Try to use words to solve problems. Flirt and have fun with other people, even strangers.

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• Anyone with Athletics +2 can climb up rough surfaces at a yard a turn. • A character can dodge an incoming Fighting attack using Athletics. • A character can swim at five yards per turn with Athletics +1.

are acting on. • Empathy can be used to determine a sexual partner’s Preferences. A roll or 4 yields one Preference, and eahc +4 after that reveals one more. This can be contested with Deception. This does not take an action. • An Empathy roll can be used to tell how close someone is to orgasm. This does not take an action.

Crime

Fighting

Crime is the ability to perform a variety of illegal acts. This includes picking some’s pocket, disarming a trap or detection device and picking locks. This Skill is normally possessed by career criminals, but is occasionally known by locksmiths and similar professionals. Crime is normally paired with Paws.

The Fighting Skill is used whenever a character wields a weapon of any kind. This includes swords, spears, guns and bows, as well as natural weapons like claws and horns. A character skilled in Fighting is likely a warrior of some kind, perhaps a soldier or a knight. Fighting is normally paired with Muscle.

• Picking a lock requires a Crime roll against a Difficulty set by the GM. • Picking a pocket requires a Crime vs Perception contest. • Impressing someone with sleight of hand requires success on a Crime roll. • Sneaking past someone requires a contest between Crime vs Perception.

• Fighting is used to make physical attacks in conflicts. • Fighting can be used to defend against physical attacks in conflict. • Contests of strength, like arm wrestling, use Fighting as their roll. • Fighting can be used to make social attacks through intimidation.

Deception

This is the ability to bluff and come up with reasonable lies in short spaces of time. Using it, character can hide the truth or create outright falsities. This Skill is often possessed by con artists and thieves, but is useful to anyone who has an interest in deceiving others. It is normally paired with Charm.

Grapple

The Grapple Skill represents the ability to grab and hold other characters. It is mainly useful in conflict, but a clever character could always find alternative uses for it. It is comonly possessed by wrestlers and other fighters, but is also possessed by rough lovers. Grapple is always paired with Muscle.

• Lying to someone requires a successful Deception vs Empathy roll. • Coercing someone in a Conflict requires a Deception roll, contested by Integrity or Empathy. • A character can project a false Personality through Deception. All Empathy rolls to read their goals or Personalities must beat a Deception roll in a contest or read the false trait instead.

• Grapple can be used to restrain other characters in conflict (see the Mechanics chapter for more details). • A Grapple roll can allow a character to re-position someone else in the middle of sex.

Hypnosis

The Hypnosis Skill is the ability to put others into altered states. It is useful both in and out of conflict situations, but despite this, it is a rarely used Skill. Most societies distrust people who are skilled at hypnosis, and they often have good reasons to feel this way. Someone with a good Hypnosis rating may be a performer, or they may just have a knack for worming their way through someone else’s mind. Hypnosis is always paired with the Charm Asset.

Empathy

Empathy represents the ability to read other people’s emotions, intentions and actions. Someone with high Empathy can figure out things about a person that they themselves might not know. They also likely have a natural talent for reading people, or have been trained to notice subtle gestures and facial expressions. It is normally paired with Senses.

• Hypnosis is rolled to hypnotise others (see the Mechanics chapter for more details).

• Empathy is used to contest Deception rolls. • Whenever someone nearby uses a Personality in a roll, an Empathy roll can reveal what Personality they used. • Whenever someone in the Scene takes an action to pursue a goal or Motive, an Empathy roll can reveal what goal they

Integrity

The Integrity Skill is used to resist mental influence and coercion. It represents a character’s ability to retain their mental

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footing in the face of emotion, persuasion and seduction. Someone with high Integrity had likely been around a lot of seduction attempts, whether because of their job or simply natural beauty. Integrity is always paired with Intellect. • All forms of social attack can be resisted with a contest of Integrity. • An Integrity roll, contested against a pleasuring or arousing action, can allow the character to ignore all the Pleasure or Arousal gained from that action. This is entirely optional, and does not take an action.

Knowledge

The Knowledge Skill represents broad learning and knowledge in many different fields. Someone with the Knowledge Skill is likely an academic or expert in their chosen field. Knowledge is always paired with Intellect. • In a conflict, Knowledge can be used to make social attacks. • Impressing someone with vast Knowledge is a good way of seducing them. • Success on a Knowledge roll can produce a fact useful in whatever situation is at hand.

Persuasion

Persuasion is used to get other people to agree with the character, do things for them and feel what they want them to feel. It’s useful in a wide array of social situations and endeavours. People with a high Persuasion Skill may be natural leaders, or have training in the arts of interpersonal interaction. Persuasion is paired with a variety of Assets. • flicts. • sion. •

Persuasion can be used to make social attacks in conSeducing others with word or attractiveness uses PersuaIn bed, Persuasion can be used to arouse a partner.

Stability

Stability is a unique Skill. Rather than allowing the character to perform certain actions, it prevents certain things from happening to them. A character with the Stability Skill is naturally resistant to Transformation and similar effects. This Skill is likely not going to come up much, but it is included here should your group be playing in a setting where Transformation is common, but one or more players don’t want their characters to be changed. Stability is always paired with Stamina. • Stability makes it less likely that a character will undergo Transformation (see the Mechanics chapter for more details).

Lick

Lick represents a character’s ability to use their mouth to perform sexual actions. This includes licking, sucking and blowing. This Skill is less commonly possessed than Thrust, and knowing it can quickly set a character apart from others in the bedroom. Lick is always paired with Tongue. • Lick is used to pleasure and arouse a partner in sexual encounters.

Perception

The Perception Skill is used to notice things of importance in one’s surroundings. While Empathy is used to read other people, Perception is used to read one’s environment. Perception is usually gained through a childhood noticing things, be they wild beasts in the wilderness or dangers in a city’s back alleys. Perception is always paired with Senses. • Seeing a hidden object requires a Perception roll with a Difficulty. • Noticing something obviously amiss requires a Perception roll. • Searching for something requires a Perception roll with a Difficulty.

Thrust

The Thrust Skill measures a character’s skill at making love using their natural hardware. Thrust is about more than just speed, it’s about knowing how to respond to one’s partner and give them what they didn’t know they wanted. This Skill is perhaps the most common Skill in the world, but still, most people never move above basic competence in it. Thrust can be paired witha variety of Assets. •

Touch

The Touch Skill represents skill at using one’s hands to pleasure and arouse another. It comes from a combination of manual dexterity and careful practice, and people with a high Touch Skill are often known for their ‘magic hands.’ This Skill is common among professional courtesans and anyone who appreciates the tactile side of lovemaking. Touch is always paired with Paws. •

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Thrust is used in sex to pleasure a partner.

A character can arouse and please a partner using Touch.

Assets

termination. It is useful for knowledge-based tasks, as well as resisting social influence. Intellect adds to:

In addition to Skills, characters also possess Assets. These are innate characteristics of the character, rather than learned abilities. Most Assets measure some physical facet of the character, such as their strength or the size of their penis. Some, though, measure more abstract traits, like the character’s charisma or memory. Like Skills, Assets are rated from +0 to +3, and they add their rating to all rolls that the Asset could help with. A character can apply both a Skill and an Asset to a roll, but they can only ever apply one of each. If two or more Assets would apply to one roll, they can choose which one to use. Common Assets and some actions they apply to are detailed below, but like Skills, characters and the GM can come up with more Assets and uses as they see fit. Characters can upgrade Assets with Experience like they can upgrade Skills.

• • • •

Muscle

The Muscle Asset measures how physically fit and strong a character is. Those with high Muscle can lift large loads and easily restrain others. People with this Asset are typically bulky and have a toned physique, but they could just as easily be lean and fit. Muscle adds to: • All Fighting attacks, but not defensive rolls. • All rolls to establish, maintain and break free from a grapple. • All Athletics rolls involving lifting and muscular

Ass

The Ass Asset measures how nice a character’s ass is. This Asset can represent size, but it can also measure how well shaped a character’s butt is, or how well they can use it. This Asset adds to: • •

All Knowledge rolls. All Alchemy rolls. All Integrity rolls. Crime rolls involving complex security systems.

strength.

Sexual actions the character takes involving their ass. Persuasion rolls involving the ass, including attacks.

Paws

The Paws Asset measures how skilled a character is with their hands, representing manual dexterity and fine muscle control. The Paws Asset adds to:

Breast

The Breast Asset measures how alluring a character’s breasts are. This Asset can represent size, with higher ratings representing larger breasts, but it can also measure shape, firmness, or how well a character’s breasts work with their body. A character must have breasts to gain this Asset. Breasts adds to:

• • •

All Touch rolls. Most Crime rolls. All rolls requiring manual dexterity.

Penis

• Persuasion actions centring around a character’s breasts, including attacks. • Sexual actions involving the character’s breasts.

The Penis Asset measures how potent a character’s penis is. This Asset can represent size, but it can also measure how skilled a character is with their member. A character must have a penis to gain this Asset. The Asset adds to:

Charm

The Charm Asset represents a character’s strength of personality and likeability. While the Persuasion Skill shows how good a character is at influencing people, the Charm Asset is how naturally charismatic they are. Charm adds to:

• Thrust rolls involving the penis. • Persuasion actions revolving around the character’s dick, including attacks.

• attacks. • • •

Senses

Persuasion rolls not involving another Asset, including

The Senses Asset measures how aware a character is. Whereas the Perception Skill represents how well a character can find things they are looking for, the Senses Asset measures how well their sense organs actually work. Sense adds to:

All Deception rolls. Rolls to establish, maintain and use hypnosis. Sexual actions involving charisma.

• • •

Intellect

Intellect measures a character’s ability to think and process information, as well as their reserves of willpower and self-de-

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All Perception rolls. All Empathy rolls. Rolls requiring noticing things.

Speed

Speed measures a character’s swiftness and agility. It is useful to move quickly, and to get out of harm’s way. Speed adds to: • • •

Fighting and Athletics rolls to avoid Fighting attacks. Athletics rolls involving movement and swiftness. Crime rolls to sneak and go unnoticed.

Building a Bond

Stamina

Stamina measures a character’s vitality and endurance. In addition to adding to rolls, it also increases the number of Wounds boxes a character has. Each rating in Stamina increases the number of Wounds they can withstand in conflict by one. Stamina adds to: • •

lessened if these people weren’t in their life. Rank-three Bonds represent the most intimate of mates and lifelong friends. These are people the character would defend with their life. There is no limit to how many Bonds a character can have at one time.

Stability rolls. Athletics rolls involving long-term exertion and effort.

Tongue

The Tongue Asset measures how well a character can use their tongue and mouth. It can measure how long their tongue is, or how large and accommodating their mouth is, but it can also represent how well they use what they have. Tongue adds to: • All Lick rolls. • Persuasion actions involving using the character’s mouth, including attacks.

Vagina

The Vagina Asset measures how pleasurable and enticing a character’s vagina is. It can measure how tight or accommodating it is, or how well the character can use it. A character must have a vagina to gain this Asset. Vagina adds to: • Thrust rolls the character takes involving their vagina. • Persuasion actions involving using the vagina, including attacks.

Bonds

A character’s inner personality, convictions and relationships are important in Heart Roll, just as important if not more so than their Skills and Assets. All of these complex feelings and connections are represented through Bonds. A Bond is any strong relationship that a character has, be it to a lover or a friend. Bonds form a roadmap to the character’s heart, giving insight into what drives them and what they feel is important. Bonds come in three ranks. Rank-one Bonds represent general friends and acquaintances, people that the character knows well but who aren’t particularly close. Rank-two Bonds are close friends and significant romantic partners. The character would feel

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Building a Bond is relatively simple. It generally involves two stages. First, the characters involved must get to know each other some. This involves at least a Scene spent interacting, during which time the characters must learn something about each other or share something of themselves. Second, the characters involved must perform some sort of intimate activity together. This can be sex, but a walk in the park, nice dinner, or night of playing board games all also count. When a Bond is made, it is recorded on the sheets of all characters involved, and each character involved also gains one Heart. There is no limit to the number of characters who can establish Bonds to each other at once. These steps are not a hard-set rule; if the GM thinks that two characters have gotten to know each other well enough to form a Bond through other means, the characters can form the Bond.

Upgrading Bonds

In order to raise a Bond to the next level of intensity, two conditions must be met. First, the players must successfully complete one goal, although the goal does not need to be directly related to the Bond. Second, the characters involved must engage in another Scene of intimate activity. This activity can be anything that would allow the creation of a Bond, from sex to a night to a deep conversation. Once these two conditions are met, the Bond can be upgraded to the next intensity, and all characters involved gain one Heart point. If a Scene of interaction is used to upgrade a Bond, it cannot also count as a Moment between the characters, but it can involve sex and gains the normal Heart rewards from sex at the Bond’s new rating. Only one Bond can be upgraded per goal.

Degrading Bonds

For the most part, Bonds don’t degrade over time. A character with a Bond has a special place in their heart for its subject, and time or distance cannot change that. Should a player desire to remove a Bond from their character, they can simply remove it. The character finds that they no longer have strong feelings for another as they once did, and moves on from there. Some characters may find that forming Bonds appeals to them more than keeping or reinforcing them. These characters are likely to form Bonds quickly, and then abandon them just as quickly. This can easily lead to a string of one-night stands and shortlived relationships. This is not necissarily a bad thing, although it can lead to many disappointed or angry ex-lovers.

Effects of a Bond

Having a Bond has a distinct benefit to the character, as it allows them to restore Heart points more easily. Taking an action that helps the object of a Bond grants that Bond’s rating in Heart to both characters. This action can be virtually anything, but should take some degree of effort on the part of the character. Giv-

ing someone a compliment isn’t enough to gain Heart. Setting up a candlelit dinner is. Going for a walk with someone on their lunch break isn’t enough to gain Heart. Arranging to take them to one of their favourite places is. Getting upset when someone insults a friend isn’t enough to gain Heart. Personally coming to their defence, even if it puts the character in an awkward situation, does. These events are referred to as Moments. They are events that form memories for all involved, and show how important the Bond is to the character. A character can only benefit from one Moment per Scene.

so does not require an action. There is no limit to how many Heart points a character can have at one time.

Motives

Characters in Heart and Fur want things. As a social-centric game, a lot of time may be devoted to the goals and desires of individual player characters. These goals are represented as Motives. A Motive can be for anything, from a new experience the character wants to have to a goal they have been working on for their entire life. These Motives should be large enough that they won’t be accomplished in one session, but not so large that they are impossible for a person to achieve. They should also be general, not specific. Going on a first date, starting a business, or trying bondage for the first time are all suitable Motives. Going on a first date with the lizard who works in accounting down the hall, starting a business in a specific building with three specific people, or being bound by a bovine with green eyes are all too specific. Characters can have three Motives at a time. These should be things that the character has never done, and things that the player would like to roleplay. When a character completes a Motive, they gain one Experience, and their player can select a new Motive to replace it at the end of the session. In addition, the character’s player has some licence to make changes in the character. Having had a new experience, the character’s horizons are expanded and they learn new things about themselves. Their player can use this as an opportunity to add a Preference to the character, or to swap out one of their Personalities for another one, as they grow and change as a person.

Heart

Characters in Heart and Fur care about things. They have relationships, desires and hopes. In pursuing these, they often draw upon deep, inner reserves of willpower and emotion. These stores of internal power are represented by Heart points, and can be used by characters to succeed at their goals. Then used, a Heart point can have one of two effects: • The character using it can immediately gain the effects of a Shift without having to roll to create it. • For four Heart points, the number of steps needed to complete a goal decreases by one. Characters can gain Heart points through Moments and through sex. Characters can also transfer Heart points between themselves. To do this, one character must interact with the other in some intimate manner. A passionate kiss, a word of encouragement at a key moment or a furtive glance while under duress are all suitable actions. Characters can only transfer one point of Heart per turn, and only on the donating character’s turn, although doing Fleki - Furaffinity.net 19

Character Advancement

Characters are not static. Through their life experiences they learn and grow, becoming more than they were. Characters in Heart and Fur track this growth through Experience. Experience is measured in points, with characters gaining more points by completing their goals and having new experiences. Once a character has Experience points, they can spend them to improve their Skills and gain new Traits. The costs to do so are outlined below. • • • • •

Upgrade a Skill or Asset from 0 to +1 4 Upgrade a Skill or Asset from +1 to +2 4 Upgrade a Skill or Asset from +2 to +3 8 Gain a Trait 8 Remove a Flaw 8

When gaining a new Trait, select which Trait the character will gain, and then turn that over to the GM. The GM should then provide the character with a way of gaining that new Trait in the next few sessions, as they have an opportunity. This could come in a wide variety of way. Perhaps the character finds a mutagenic potion that doesn’t wear off, has sex with something magical that transforms them, or is exposed to a virus or chemical that alters their physiology. If in doubt, brainstorm with the group for ways of granting the Trait.

Gaining Experience

Experience points can be awarded for a variety of things. Outlined here are some common sources, but more can be invented as needed by the group. • Each session, all characters gain one or two Experience, based on how long the session takes. • Completing a goal grants one Experience to all characters. • Completing a Motive grants one Experience point to that character. They can then select a new Motive at the end of the session.

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Races

The world of Heart and Fur is populated by a wide array of races. From the noble stallion to the mysterious bat to the honourable wolf, there is a startling variety of people who call the world home. This chapter outlines the most common races found in the world of Heart and Fur. If a race you want to play is not on this list, feel free to create them using the Traits found in the Traits chapter, and the rules presented at the end of this chapter.

Bat

Bats are clever and secretive. They fly in seemingly chaotic patterns, yet get to their destination all the same. Similarly, their minds work in strange ways, taking unusual ideas or points of view and following them to seemingly nonsensical extremes, yet they reach valuable conclusions anyway. Bats are typically aloof and difficult to read, often preferring their own company to that of others. With their keen sense and insight, bats rarely miss anything in their surroundings, or other people. They tend to keep this information to themselves, however, and are known be storehouses of secrets that few others know. • • •

Traits: Wings, Acute Hearing, Echolocation, Fur Personality: Aloof Bonus Points: 2

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Bear

Bird

• • •

• • (owl) •

Bears are an often misunderstood race. They are large and strong, and have a reputation for being easily angered. At their heart though, bears are not a violent people. They are gentle and thoughtful individuals, possessed of a nurturing spirit that extends to all of their relationships. But when a bear is angered, nothing can stand between them and the object of their rage. Bears are difficult to enrage, normally only becoming angered when their loved ones are threatened. However, many people give them a wide berth all the same. This isn’t helped by the fact that bears are often gruff and overly direct. But the truth is, most bears would much rather sleep than fight. Traits: Claws, Tail, Fur Personality: Compassionate Bonus Points: 4

BadHedgehog - Furaffinity

Birds are a diverse group of similar races. Songbirds are social and generally likable, forming large groups and always putting the needs of others above their own. Eagles are regal and powerful, radiating majesty and authority. Hawks and falcons are quick-witted and predatory, always hunting and searching for potential prey, even in social situations. Owls are introspective and thoughtful, and are known for being wise beyond their years. As a whole, birds prize freedom and can’t bear to be trapped in any field of their life. Their ability to fly gives them a unique perspective on the world and the problems it contains. Traits: Wings, Acute Sight, Tail, Feathers Personality: Sociable (songbird), Proud (raptor), Aloof Bonus Points: 3

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Bovine

Dog

Bovines are a race divided. Bulls are competitive and aggressive. They are easily angered and quick to express it. Most people know to keep away from a bull when they are enraged. Cows, on the other hand, are patient and nurturing. They have strong maternal instincts, which they extend to almost everyone they know. Few people can match a cow in terms of the comfort and support they can give. This split between male aggression and female compassion is core to the race, who naturally complement one another when paired together. Some bovines havs the disposition of the opposite gender, often paired with an attraction to their own sex.

Dogs are cousins of wolves, and share many traits in common with them. They are loyal and confident, but not as aggressive or hierarchical. More than anything, dogs are friendly. They love meeting new people and forming relationships. It’s here that their loyalty often expresses itself. Dogs make faithful companions and lovers, and never turn their back on someone they care about. Dogs are always eager to meet new people and try new things. They make new friend easily and love spending time with them. • • •

• Traits: Multiple Nipples (if female or herm), Horns (if male or herm), Hooves, Tail, Fur • Personality: Compassionate (if female or herm), Aggressive (if male) • Bonus Points: 3 (2 if herm) BadHedgehog - Furaffinity

Traits: Fangs, Tail, Acute Scent, Fur Personality: Eager Bonus Points: 3

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Deer

Tall and regal, deer are the lords of the forest, despite being herbivores. They often consider themselves first among equals among the forest dwelling races, a claim which few others can or will dispute. Despite this, deer are well known for their gentle nature. They often shy away from violence and aggression. This is sometimes taken for weakness, but to do so is a mistake. When pressed, deer plunge into difficult situations headlong and with all the force they can muster. Female deer, does, are gentle and nurturing, yet still majestic and strong. Bucks are lordly and powerful, never backing down from a challenge to their domain or safety. Regardless of gender, deer are quick witted and nimble, relying on their gracefulness to escape from harm’s way. • • •

Traits: Hooves, Horns (if male), Fur Personality: Serene Bonus Points: 4 (3 if male) BadHedgehog - Furaffinity

Fox

Foxes are sly and clever, renowned for both their cunning and their sense of humour. They are mischievous at the best of times. They are known to find the exceptions and loopholes in any set of instructions or rules, and a fox can find their way into and then out of just about any situation imaginable. A fox’s instincts drive them to be subversive and clever, always looking for indirect solutions to problems and roundabout, but often strangely effective, ways of getting what they want. No one ever can be quite sure what a fox is thinking or planning, but they cannot doubt that those plans will work. • • •

Traits: Claws, Tail, Fur Personality: Sly Bonus Points: 4

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Horse

Human

Horses are sturdy and dependable. Their legs can carry them swiftly and their backs can hold the weight of the world. Some are noble stallions, proud and strong, with regal motions and honourable heritage. Some are sturdy workhorses, able to endure harsh loads and come back for more. Some are carefree ponies, living their lives as one giant run through open fields. Regardless of the specifics, horses are hardy and durable. They never give in to difficulty or hardship, and can always be counted on to come through strong in the end. Horses’ natural speed and resistance make them excellent messengers, soldiers and athletes. • • •

Humans are perhaps the most diverse race, with a wide array of outlooks, personalities and temperaments. Ambition often defines humans, be it for wealth, prestige or discovery. They are never satisfied with what they have and always seek out more. Humans are also naturally curious and innovative. They’re driven to seek the boundaries of the known and push through into the unknown. Lacking in natural weapons or powerful instincts, humans make complex societies around themselves, building through social structures what other races have naturally through instinct. Humans make excellent explorers, but also experimental craftsmen and ambitious leaders.

Traits: Hooves, Fur Personality: Determined Bonus Points: 4

• • •

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Traits: Skin Personality: Curious Bonus Points: 5

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Lion

Lions are powerful and courageous. A lion never backs down from a fight, confrontation or disagreement. They move and act with the self-assurance that comes with being a top predator. In all things they do, they bring absolute confidence and an awareness of their own innate power. Lions are driven to always be in control, and need to be in charge of any situation that they encounter. This can often lead to disagreements in relationships between lions, but also makes lions exceptional leaders, as managing the actions of others comes naturally to them. • • •

Traits: Claws, Tail, Fur Personality: Proud Bonus Points: 4

Lizard

Lizards are a diverse group of similar races with several traits in common. They have a reputation for being emotionless. The truth is, they simply don’t express their emotions through facial expression like other races do. They also seem quite eccentric to most other races. There are countless species of lizard, each with their own peculiarities. Chameleons hide their motives and ideas like they do their bodies. Salamanders are fiery and easily angered, despite their impassive voices and faces. Iguanas are slow and careful, but meticulous. As a whole, lizards often stand apart from the other races, but they can be equally warm and loving when someone gets to know them. • • •

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Traits: Claws, Tail, Scales Personality: Sly Bonus Points: 4

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Mouse

Otter

• • •

• • •

Small and shy, the mouse is easily overlooked. They are quiet and unassuming, never drawing unneeded attention to themselves. Most people don’t notice them, and they prefer it that way. At the same time, it’s a mistake to completely discount the humble mouse. Mice are supremely clever and resourceful, making up for their lack of physical prowess with quick wit. They can make use of the most limited resources and find solutions to the most daunting of problems. Some are drawn to use their skills in a life of crime, but others find legal uses for their cleverness. Mice work best in the background, there they can go about their business unseen and undetected.

Otters are a complex race, although they don’t seem so at first glance. On the surface, they are a carefree and easygoing people. They have a laid-back attitude toward life, letting things happen as they may and accepting life as it comes. But much like the ocean, otters have an unseen depth. Beneath their lighthearted exterior, they are carnivores, and possess a warrior’s heart. Otters possess a shocking amount of courage and resolve for such an easygoing people. They don’t let others harm them or their friends, least of all because they refused to act. Most people never see this side of the race, and otters for their part are content to keep things that way.

Traits: Tail, Large Ears, Fur Personality: Shy Bonus Points: 4

BadHedgehog - Furaffinity

Traits: Webbed Feet, Tail, Fur Personality: Playful Bonus Points: 4

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Rabbit

Rabbits are often shy and quiet, preferring to remain on the fringes of a group rather than be at its center. But underneath this timid exterior is a brave and honest heart. A rabbit rarely fights or challenges others, but if it comes down to it, there are few things that they would not do for those they care for. Rabbits may be slow to make friend due to their quiet, soft-spoken nature, but once they do, they keep them for life. They are also known for being exceptionally fecund. Beneath their meek exteriors, many rabbits are raging balls of hormones. • • •

Traits: Large Ears, Fur, Tail Personality: Shy Bonus Points: 4

Squirrel

The squirrel is small and full of energy. They dart constantly from one task to the next, and from one relationship to the next, never looking back save to remember where they kept their favourite things. They often seem flighty and uncommitted to others, but it’s simply their natural enthusiasm for everything expressing itself. But when a squirrel devotes themselves fully to something, they are a force to be reckoned with. Squirrels have strong instincts to avoid danger and confrontation, and will often skirt around an issue rather than plunge headlong into it. This does not mean they are cowardly, however. When a squirrel must stand up and fight, there is very little that can stop them. • • •

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Traits: Large Ears, Tail, Climbing Pads, Fur Personality: Curious Bonus Points: 3

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Shark

Tiger

Sharks are an uncommon race, rarely seen above their ocean home. In their natural habitat, they are apex predators with few equals. On land though, they must contend with other predatory races for top placement. This only adds to the shark’s natural aggression. Sharks pursue what they want with unstoppable ambition, be it a job or a lover. They never back down from a fight, and are often the instigators of them. This aggression often extends into territorial protection, with a shark doing everything in their power to protect and keep what’s theirs. It is a rare person who sees a shark’s inner self, as their aggression keeps most people at a distance. Those who do, however, find that the shark is not unwilling to love, they just prefer to solve their problems through direct force. • • •

Tigers are power personified, and their every action flows with both gracefulness and might. They are strong and persistent, and bring their trademark strength into everything they do. They are less arrogant than lions, but no less liable to exert their authority over others. Tigers are also fiercely independent, driven by deep instincts to be self-reliant and self-sufficient. They are solitary creatures by nature, and seek out pursuits where they can excel on their own. Tigers can seem standoffish to people they don’t know well and rarely express their true feelings, but their authority over their domain cannot be questioned. • • •

Traits: Gills, Fangs, Webbed Feet, Skin, Tail Personality: Aggressive Bonus Points: 2

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Traits: Claws, Tail, Fur Personality: Independent Bonus Points: 4

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Making Races

If the race you want to play as doesn’t appear in this chapter, feel free to create it. Doing so is relatively simple. First, select one Personality that best fits the race. Second, select their Traits. Most races have between one and three mechanically useful Traits, plus one Trait to represent their covering, such as fur or scales. When making a race, try to select the Traits that best represent the animal’s capabilities, not ones that give them a mechanical edge. A race can have a maximum of four Traits, not including their Cosmeitc Traits. Finally, calculate how many bonus points the race gets. To do this, subtract the number of Traits the race has from five. Cosmetic Traits like fur, scales and unusual colouration are free, and do not decrease the number of bonus points the race gets. If the character you are making is the offspring of two other races, creating them follows a similar set of steps. First, pick one Personality from either of their parents. Second, select any combination of Traits possessed by either of their parents’ races. A hybrid can still only have four mechanically useful Traits. Finaly, calculate their bonus points, as per a normal race.

Wolf

Wolves are physically powerful and full of self-confidence. They thrive on social structure and often need to be part of a group in order to feel at home. This instinctual need for knowing one’s place sometimes translates in to a love of dominance or submissive play, but it’s just as likely to be expresses through natural leadership or group camraderie. If there’s one thing a wolf is, it is loyal, often to a fault. Lone wolves, however, stand in opposition to this trend, preferring to strike out on their own and keep their own company. Wolves can also be highly territorial, working hard to protect and keep whatever they claim as theirs, be it a piece of land or a sexual conquest. Wolves have many sub variates, including the common grey wolf, the white arctic wolf, and the ruddy red wolf. Other possible colourations include black and tan. • • •

Traits: Fangs, Tail, Acute Scent, Fur Personality: Loyal or Independant Bonus Points: 3

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Mechanics

Bonuses

A roleplaying game is essentially a collaborative story. There are many different voices and ideas all trying to have a say in the overall outcome of the narrative: each player wants their character to succeed, while the GM wants to tell a cohesive plotline. In order to mediate between all of these different goals, role-playing games make use of rules and dice rolls. Dice rolls and rules are necessary to provide some form of structure to a game. They provide a means of arbitrating results and resolving conflicts that come up during the course of play. They also make the game more exciting, providing an element of risk and uncertainty. This chapter outlines the rules needed to play Heart and Fur.

Sometimes, circumstances conspire to help a character. In these cases, the dice roll gains a bonus, often a +1, which adds to the final roll result. This is often due to a character’s equipment and Traits. More beneficial circumstances can grant larger +2 or even +3 bonuses. Bonuses from multiples sources stack with one another.

Penalties

Other times, circumstances make an action harder. Trying to climb a mountain in the rain, aim a bow in heavy fog or reason with a drunken man all make the character’s action harder. In these cases, the character’s roll takes on a penalty. Subtract the penalty from the character’s final roll result. The most common penalty is -1, but -2 and -3 penalties can be inflicted for particularly difficult situations. Like bonuses, penalties stack with themselves.

The Core Mechanic

When a character goes to take an action, and there is a reasonable chance of their failure, the character’s player makes a dice roll. This uses a single twelve sided dice, a d12, and adds to it the rating of their most relevant Skill and Asset, along with any bonuses and penalties relevant to the action. If they don’t possess a relevant Skill or Asset, then they make the roll without that bonus. However, not all actions require dice rolls. If a character has a high Skill rating in the task at hand, or the task has little relevance to the overalll story, a dice roll is not generally required. There are two kinds of rolls in Heart and Fur: compared rolls and contests. In a compared roll, the result is compared to a difficulty set by the GM. Compared rolls are good whenever a character is attempting to overcome some part of the environment around them, such as busting open a locked door or finding a book in a crowded library. The following difficulties are general guidelines to use when setting a difficulty for a player. If no difficulty is given in an action’s description, assume the difficulty is 4. As always, select a difficulty that best suits the story being told. • • • • • •

Effects of a Roll

Depending on how well a character rolls, their action can have one of many levels of success or failure.

Failure

When a character’s roll result is lower than the target difficulty, or their opponent’s roll, the character fails in their action. They do not get the result they wanted, but aren’t significantly harmed in the process. If appropriate, this failure can be humorous. The character goofs up in some interesting or memorable way, as dictated by the GM.

Success

If the character’s final roll result meets or exceeds the target difficulty, their action succeeds. The GM narrates how they obtain their desired result or how circumstances work out in their favour.

Easy 4 Moderate 6 Challenging 8 Difficult 10 Very Difficult 12 Extremely Difficult 14

Improved Success

When a character gets a result four or more above the roll’s difficulty, they get an improved success. When this happens, the character gains some extra bonus on top of their action succeeding. If they are attacking, they deal an additional Wound. If they are trying to recall information, they gain additional clues they weren’t even looking for. Each additional increment of four further increases this effect, as the GM deems appropriate.

Sometimes, two character’s actions are directly opposed to one another. In these cases, both characters make a roll and the one with the higher result succeeds. Contests function almost identically to compared rolls, in that players roll a d12 and add a Skill and an Asset. This is most commonly used in conflict and other direct contests between charaters. In general, each increment of four that a roll gets above its difficulty increases the quality of its result. For example, if a character is searching for something, and they get four or more above the roll’s difficulty, they find what they were looking for as well as something else that helps them. This is especially important in sex and in conflict, which are explained in more detail in their own sections.

Personalities and Rolls

With Skills, the highest bonus a roll can gain is +3. If this seems small, that’s because it’s supposed to. In Heart Roll, Skills aren’t the main determinant of whether an action succeeds or fails. Personalities are. Whenever a character takes an action that is alignment with one of their Personalities, they gain a +2 on the roll. If they act in alignment with two, they gain a +4 bonus, and so on. This is the core challenge of Heart Roll, to portray characters well enough to get bonuses from their Personalities. Note that the same action can be used for multiple differ-

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ent Personalities, depending on how the player describes it. If the character is asking a question, they could ask is quietly and meekly, for the Shy Personality, or they could demand to be told immediately, for the Aggressive Personality. If there’s any doubt over whether a character is expressing a Personality, the play group can vote on it. If the majority thinks the Personality is evident in the character’s actions, then they gain the bonus for it. If the majority thinks it is not, then they do not. In general, the group should accept any genuine effort to portray a Personality, only voting when the matter is truly not clear. Should the character take a risk of some sort to express one of their Personalities, it should definitely count. It is sometimes a good idea for the characters to be responsible for tracking their own Personalities, and letting the GM know when they think they deserve a bonus from one, that way the GM doesn’t have to continously manage each character’s Personalities.

Shifts

In addition to Personalities, characters have another means of gaining an advantage in their endeavours. Using their Skills, a character can make a change to the situation around them to give themselves a better shot at succeeding. They may use Persuasion to instill an emotion in another, Deception to make someone more likely to believe a future argument, or Empathy to notice a useful fact about a person. These small advantages are called Shifts. Mechanically, creating a Shift requires a single dice roll using the most appropriate Skill and Asset. The difficulty for this roll is always 6, and a character must have a rating of at least +1 in the Skill involved. In addition, the player must describe how their character uses their Skill to gain an advantage. They may take a moment to survey the room with Perception, state the subtle lies they tell using Deception, or narrate how they watch someone’s expression with Empathy. Creating a Shift in conflict requires the character’s action for the round. Once created, a Shift lasts for the Scene. Shifts can also be given to other characters, and doing so does not require an action. A Shift can be used to gain one of the following effects. Once used, a Shift is gone. • A single dice roll the character makes gains a +4 bonus. A roll can only benefit from this bonus once, even if it is later rerolled. • A single dice roll the character makes can be rerolled. A roll can only benefit from thie bonus once. • The character’s player can make a small, reasonable change to the Scene in question that is in line with the Skill used. If they need a particular item, they happen to find it on sale. If they want someone to spend the night with, they find someone they’re attracted to walks into the room. These changes cannot completely remove major obstacles to a character’s goals, and they cannot be used in conflict. Changes involving other characters’ actions must be in line with the character’s personality and motives.

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Scenes

Gameplay in Heart and Fur is divided into segments called Scenes. Each Scene is a set of events that happen in one place and at one time. Think of it like a scene in a movie. Each scene has a place where it is set, a time when it happens, and involves a relatively stable group of characters. When the main characters move to another location, or when enough time passes, a new scene starts and the old one ends. This is exactly how Scenes work in Heart and Fur.

Goals

Gameplay in Heart and Fur follows a less stringent structure than in many other roleplaying games. Rather than deal with pre-set plot lines, Heart and Fur uses a looser method of creating stories. In this system, the gaming group agrees together on a goal that the characters are going to pursue. These goals can be presented to the group by the GM as part of an ongoing story, but they can also be created by the characters themselves in response to their own Motives and lives. In either case, the whole group should be interested in pursuing the goal, and agree to it. Once the group has a goal, the GM decides on a number of steps necessary to complete the goal. These steps should be reasonable given the goal in question. More complex or ambitious goals should have more steps. The GM can tell the players each step involved in the goal, but they can also keep some of them secret and reveal them as they become relevant. In this case, when the players resolve one step, the next is revealed to them by one of the characters in the Scene or by the events around them. If the GM sets a goal for the group, it is a good idea for them to suggest possible courses of action they can take to pursue it. This way, the players can focus on actually working toward the goal, rather than on figuring out how their characters could actually accomplish it. In addition to actively working on a goal, the players have another option to allow them to progress toward it faster. The players can spend four Heart points on a goal to bring them immdiate success on the goal’s current step. This cost can be split between the players however they like. However, a goal can only have at most half of its steps (round down) removed in this way, and the last step cannot be removed. When a step is removed, the GM should find a way to accomplish that steps without the player character’s direct involvement. Luck simply works out to favour them and their goal. If they are trying to solve a mystery, then they recieve one of the pieces of information they need to solve it without having to go look for it. If they are trying to get two people together, the two meet each other by accident, but not start going out, saving the player characters some work. More work is still needed for both of these goals, but less so than before. If the group is engaging in a larger storyline that focuses on particularly big goals, the GM can split these goals up into a number of smaller goals, allowing the characters to make more frequent progress toward their ultimate objectives, and get Expe-

rience more often. For example, if the group is trying to become a famous rock band, they might first have to get an agent, then get signed by a label, then take steps to increase their popularity and possibly deal with other bands competing with them. This way, all of a group’s goals can tie into a larger storyline.

In order to make an attack, the character’s player should narrate what their character is doing. If they are swinging a sword, describe the sword swing. If they are arguing, state the arguments that they make. If they are trying to seduce someone, describe how they swing their hips and speak in soft tones. Similarly, the defender should narrate what they do in response to an attack. Do they attempt to block a punch, or duck out of the way? Do they argue back, or try to withstand the onslaught of words? Do they seduce in turn, or try to ignore how attractive their opponent is? Better descriptions make for a more enjoyable experience for everyone.

Conflict

Conflict is a staple of any story, be it a conflict of personalities or swords. Presented here are rules for running Cconflicts between characters. These mechanics are intentionally left open to interpretation. A conflict could represent an all-out battle against two opposing forces, but it could also depict a heated argument or a seduction attempt. Conflicts most commonly happen when two characters or groups of characters have opposing goals. As neither side is willing to sacrifice their goals, they come into conflict. Note that this can even happen within the group of main characters, as some want to take one course of action and the others want to take the opposite. There is nothing wrong with having a conflict between main characters, so long as the players don’t take it too personally and are alright with it happening. For the most part, however, conflict shouldn’t be the first response to a problem. The characters should try to talk out their differences first and see if they can’t reach some sort of compromise. Only if both sides are unwilling or unable to reach an agreement should conflict result. Conflict is divided into turns, each one lasting anywhere from a few seconds to a few minutes. Each character involved in the conflict has one turn, which they take in order. To decide who acts first, each character involved in the conflict rolls Athletics + Speed. Rank the results from highest to lowest, with ties rolling again as a tie breaker. This is the order that characters will act in, called the Initaitive order. Once each character takes their turn, the round of conflict ends and the characters begin acting again from the top of the list, and continues on until one side of the conflict wins. If a character wants to, they can delay their action until a later point in the round, but if they delay their action until their next turn, the delayed action is lost. When in a conflict, characters can still use their Personalities as normal. If the player describes their character acting or attacking in a manner consistent with a Personality, they gain a bonus from it.

Sample Attacks Fight

The character makes a physical attack against another character, using fists, claws or a weapon. •

Roll: Fighting + Muscle



Opposed By: Fighting + Speed or Athletics + Speed

Intimidate

The character uses their strength and battle prowess to strike fear into their opponents. •

Roll: Fighting + Charm



Opposed By: Integrity + Intellect

Seduce

The character attempts to instill lust in their opponent.

• Roll: Persuasion + One of Penis, Breasts, Tongue, Ass, or Vagina • Opposed By: Integrity + Intellect or Empathy + Intellect

Persuade

The character attempts to convince their opponent through appeals to emotion and sentiment. • •

Roll: Persuasion + Charm Opposed By: Persuasion + Charm or Integrity + Intellect

Deceive

Attacking

The character lies to their opponent in order to gain the upper hand.

Each turn, a character may make one attack against another character. This attack may be physical or social, and uses one of the character’s Skills and Assets. Doing so requires the character’s action for the round. Common forms of attack are listed below, but more can be created by players or the GM. When someone is the subject of an attack, they can make a roll to defend themselves. Each type of attack lists the Skills and Assets that are usually used to oppose it. A character is perfectly free to use a different Skill or Asset, provided they give a description of how they use it in response to the attack there are receiving.

• •

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Roll: Deception + Charm Opposed By: Empathy + Sense or Integrity + Intellect

Argue

The character uses facts and knowledge to win over their opponent. • • lect

Roll: Knowledge + Intellect Opposed By: Knowledge + Intellect or Integrity + Intel-

Wounds and Surrender

Each time a defending character fails an attack contest, they take one or more Wounds. These Wounds can be physical or social, depending on the nature of the attack, but the results are the same either way. The defender loses some of their will to fight. The number of Wounds depends on the rolls’ results. If the defender and the attacker tie, one Wound is given. For each additional value of four that the attacker’s result beats the defender’s, the defender gains an additional Wound. A character can only bear so many Wounds before they lose the fight. A character can take a number of Wounds equal to four plus their Stamina Asset. Wounds are tracked in the Wound boxes on a character’s sheet. Each Wound a character receives marks off one Wound box. Should a character mark off their last Wound box, they surrender. They are not dead, mortally wounded or seriously harmed in any way, but they have lost the will to fight and are out of the conflict. Should some effect be capable of restoring Wounds, it can only restore Wounds to characters who have not surrendered. Once conflict ends, characters recover all of their Wounds at the end of the Scene. If all the characters on one side of a Conflict surrender, that side loses. This is not a permanent loss, and no one is dead. It simply means that the losing side gives into the demands of the winners. The winners get what they want, and the losers have to give it to them. This might inconvenience the characters, but they will survive. If the conflict the social in nature, the losers might agree to a request or demand they dislike, or have to do something they don’t want to. If it’s physical in nature, the losers might get robbed or taken captive, but they could just as likely be facing social consequences. These consequences shouldn’t be too severe, and should never leave the players unable to continue pursuing their goals. However, if the conflict in question was directly tied to a goal, losing it can add another step to the number needed to complete the goal, at the GM’s discretion.

Support

In conflict, a character can also take on the role of aiding one of their friends. To do this, the character uses their action for the round to generate a Shift. This Shift can be used by them on a subsequent turn, or given to another character to improve one of their own rolls. In conflict, Shifts cannot be used to make narrative changes to the Scene, only to gain dice bonuses.

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Other Conflict Rules Conflict Restrictions

In order to add more challenge to a conflict, the GM can declare a restriction. This is some type of action that the characters cannot take during that conflict, usually a type of attack that they cannot make. The most common restriction is against the Fighting Skill. If they characters are trying to seduce someone or bargain with a wealthy noble, pulling out a sword and attacking isn’t an appropriate course of action. Other restrictions include not using intimidation, not trying to use certain emotions or not using Deception.

Guard

A character can forego their attack for their turn and spend it actively defending themselves. They do not get to make an attack, but until their next turn they can roll all defensive rolls twice and take the better result. This applies to both physical and social defences.

Grappling

While in combat, a character can attempt to grab hold of another character. This is referred to as grappling. In order to grapple another character, the character must be in close-combat range of the character they wish to grapple. The attacking character rolls Grapple + Muscle against the defending character’s Athletics + Muscle. If the attacker wins the contest, they successfully grab and hold onto their target. While grappled, a character cannot take any physical actions. The can still speak and perform mental and social tasks. The grappling character can relocate the grappled character, but cannot attack or take similar actions (unless they possess Traits like Extra Arms or Tentacles). Both the grappled and grappling characters lose their ability to defend against physical attacks (any attack against them is a compared roll with a difficulty of 4), but can still defend against social attacks as normal. On the grappling character’s turn, they can attempt to strip or disarm the grapple’s target. This requires a Grapple + Muscle vs Athletics + Muscle roll. If a character is successfully stripped, they lose the benefits of their Outfit until they spend a turn putting it back on. If they are disarmed, they lose the benefits of their Tool until they spend a turn picking it back up. They cannot do either while grappled. Each time it is their turn, the grappled character can attempt to break free from the grapple. They repeat the roll used to establish the grapple. Should they win, they break free from the grapple and can act normally on their next turn.

Sex

action, even when it is not their turn. Talking is always allowed during intercourse, provided the character isn’t using their mouth for something else. Sex divides a character’s body into various regions. Each region can only be used once per round. If a character has already taken an action involving that region that round, they or another character cannot take an unrelated action involving it until the next round. For example, if someone is using their penis to thrust into their partner, another character can’t also give them oral sex at the same time. A character who is being thrust into can, however, thrust back on their turn. Use common sense when adjudicating what actions characters can and cannot take. All characters possess the regions of hands, mouth and anus. Characters start with more regions from the genitalia they picked during character creation. In addition to regions, characters have Preferences. These act somewhat like equipment, adding bonuses to certain sexual actions. These are explained in full later in this section.

Heart and Fur is fundamentally about people and relationships. It aims to present character ties, motivations and personality in an interesting and enjoyable way. And in relationships, especially intimate ones, sex is unavoidable. Rather than skirt around the topic, or mention it in passing but never elaborate on it, Heart and Fur aims to do things differently. Presented in this section are complete rules for sex, covering all manner of sexual situations and preferences. These rules are designed to be simple, flexible and, above all, fun to play with. There’s no reason, however, why these rules have to be used. If your gaming group would prefer to ad-lib sex and just make things up as they see fit, they are more than welcome to. These mechanics are presented to give sexual situations some more structure and, potentially, make them more rewarding to play as a result.

Goals and Sex

Sex can be used in your game in a variety of ways. It could be used as the goal that the characters work towards. It could be used to portray the characters’ relationships and intimacy. For groups who want more of a challenge, it can also be used as goal to complete. If your group wants to add more drama and tension to sex, you can have a Scene of sex have the potential of working toward the group’s goal, but only if a certain condition is met. Some sample conditions are listed below. • • • •

Arousal and Pleasure

Mechanically, sex revolves around two concepts: Arousal and Pleasure. Arousal represents a character’s internal desire and lust. It’s the mental and emotional component to intercourse. Pleasure represents physical contact and stimulation. It’s the bodily and tactile component to intercourse. Characters require both in order to reach climax. Arousal and Pleasure are tracked using circles on the character sheet, referred to as the character’s sex track. The two are tracked using the same continuum of circles, each from an opposite direction. Pleasure is tracked from left to right, using right-slanted lines (\), while Arousal is tracked from right to left using left-slanted lines (/). Various sexual actions can cause characters to gain either Pleasure or Arousal. When a character has five or more Arousal, they are visibly aroused, and others can tell they are aroused with a Perception + Sense roll, difficulty 4. Characters continually become more aroused over time. Each day that passes that a character has not had sex checks one of their Arousal circles. Pleasure is the opposite. Without constant stimulation, a character’s Pleasure decreases. Remove one Pleasure each sexual round in which the character receives no Pleasure. This can be prevented by using a dildo. Having a dildo inserted into any of a character’s sensitive orifices (not their mouth) prevents Pleasure loss. Furthermore, a vibrator provides a flat one Pleasure per sexual round so long as it is on and in contact with one of a character’s sensitive regions. Some sexual actions (most notably anal intercourse) can cause one partner Pain. Pain is marked with a horizontal line (–) in the first available circle on the left side of the character’s sex track. The character cannot gain any more Pleasure until the Pain is removed from their track. Pain fades away at a rate of one point per round of sex. Some Preferences change the way Pain behaves, making it act like Pleasure.

Make your partner climax first. Make another character develop feelings for you. Climax at the same turn as your partner. Uncover another character’s Preferences.

Alternatively, for groups who want even more tension, you can run sex like a form of conflict. The goal is not to reach orgasm, but to make your opponents reach orgasm before you. Each character who climaxes is then exhausted and out of the scene. The last side who has a character standing wins the conflict, with the usual benefits of winning a conflict. These rules are, however, entirely optional. If your group just wants to roleplay sex for the fun of it, more power to you.

Sexual Mechanics

Sexual intercourse takes place in turns like conflict does, although the pace of these turns is much slower than in combat. Each round of sex represents between one to five minutes of intercourse. Characters roll Initiative and take their turns in order just like in regular combat. Unlike in Conflict, characters can take two actions each sexual turn. For example, a character could thrust into their partner and kiss them in one round, or they could give oral sex to one person and a hand job to another. Common sexual actions are outlined in the next section. Characters can perform minor tasks like opening a nearby drawer, applying lube or shifting positions without using an

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Whenever a character is subject to an action that grants them Arousal or Pleasure, the base difficulty is 4. A result or four adds one Pleasure or Arousal. Each additional increment of four increases the Pleasure or Arousal gain by one. • • • • • •

Roll Result 4 8 12 16 20

Points 1 2 3 4 5

can only be marked with Pleasure, while the left-most circle can only be marked with Arousal. In other words, the character must have at least one Pleasure and one Arousal to reach climax. There are benefits to reaching climax. The first time in a day that a character climaxes, they gain Heart points. Normally, sex grants one Heart. However, having sex with someone the character has a Bond with restores that Bond’s rating in additional Heart. Should the character have Bonds with more than one person present, only the highest Bond rating is used.

Sexual Actions

Climax

Pleasure is tracked from left to right and Arousal from right to left. When the two meet and overlap, the character reaches climax and has an orgasm. Upon reaching climax, erase all Pleasure and Arousal currently on the character’s sheet, but keep overflow from the last sexual action. A character can have as many consecutive orgasms as they want, but only the first one a day has mechanical benefits. Males in the world of Heart and Fur don’t suffer from refractory periods, and can keep having sex for as long as they want. There are a few requirements for a character having an orgasm. Their Pleasure and Arousal must overlap, resulting in one or more circles being marked with both a right facing and a left facing slash (an X). The right-most circle in the character’s sex track

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The following are the most common actions that a character can take in a sexual encounter, along with the regions they use, their roll (if any) and whether they give Pleasure or Arousal.

Anal Intercourse

Regions: Penis and partner’s anus The lover inserts their penis into their partner’s anus and begins thrusting. The first time an hour a character has a penis or similar object inserted into their anus, they gain one Pain. Should their partner use a lubricant, they gain no Pain. During anal intercourse, the top thrusts in and out, rolling Thrust + Penis and adding to their own Pleasure based on the result. The bottom gains a flat one Pleasure from their partner’s thrusts, once their Pain has faded away. On their turn, the bottom can roll Thrust + Ass and add the result to the top’s Pleasure, while gaining one Pleasure themselves.

Breast Job

Seduce

Regions: Penis and both of partner’s breast. The character slides their penis between their partner’s breasts and thrusts back and forth. The thrusting character can roll Thrust + Penis and gain the result as Pleasure, while the recieving character gets one Arousal. The recieving character can roll Thrust + Breasts to do the same.

Requires: Mouth and Breasts or Ass The character uses their assets to arouse their partner. Roll Persuasion + Ass or Breasts and apply the result to the target ‘s Arousal.

Stroke

Requires: Hand and partner’s penis or vagina The lover actively strokes their partner’s sensitive areas. Roll Touch + Paws and apply the result as Pleasure. The giver receives a flat one Arousal as well.

Caress

Regions: Hands The lover gently touches and holds their partner. This gives the partner a flat one Arousal.

Pain Inducing Actions

Dirty Talk

Not everyone is adverse to Pain. Some people find it to be enjoyable in its own right, while others turn to it in order to add variety to their lovemaking.

Regions: Mouth The lover describes in great detail what they want their partner to do to their partner’s body. They roll Persuasion + Charm and adds the result to both partners’ Arousal.

Spank

Requires: Hands One partner spanks, smacks or paddles their partner’s ass or other body part. The receiving partner gains one Pain.

Frot

Regions: Both parties’ penises or vaginas The lover rubs their penis or vagina against their partner’s, pushing them together and generating friction between them. Frotting adds a flat one Pleasure to both character’s sex tracks.

Whip

Requires: Hands One lover brings a whip, cord or belt down on their partner’s body. Roll Fighting + Muscle and apply the result as Pain.

Grope

Regions: Hands The lover aggressively gropes and fondles their partner’s body. This grants the target a flat one Pleasure.

Preferences

People are complex, and their desires even more so. To model the different likes and sexual kinks of characters, Heart and Fur makes use of Preferences. A Preference is any object, situation or idea that makes the character become aroused. Preferences come in two varieties: weak and strong. Weak Preferences cause sexual actions to be more effective. Each time a character is part of a sexual action they have a Preference for, the action grants them one more Pleasure or Arousal than it usually would. This only affects the Pleasure or Arousal of the person who has the Preference; others involved in the action gain the normal amount of Pleasure or Arousal. Strong Preferences are more powerful than weak Preferences. They have all the effects of a weak preference. In addition, each time a character encounters the object of a strong Preference, they gain an automatic one Arousal. This can happen once per sexual round per Preference, or once per Scene outside or sex. A character who remains in contact with a strong Preference will continue to gain Arousal each round, until they reach orgasm. Regardless of its intensity, only one Preference can affect a given sexual action. For example, Rell the tiger has a weak Preference for bondage. If she is tied up or otherwise bound, all sexual actions toward her grant an additional Pleasure or Arousal. If she had a strong Preference for bondage, being tied up would grant her an automatic one Arousal per round, in addition to the additional Pleasure and Arousal she gets from sexual actions.

Kiss

Requires: Mouth and partner’s mouth The lover makes out with their partner. Both parties gain a flat one Arousal form kissing.

Lick

Regions: Mouth The lover traces their tongue across their partner’s body. This grants the target a flat one Arousal.

Oral Intercourse

Regions: Mouth and partner’s penis, vagina, clitoris, testicles, anus, or breast The lover licks, sucks, or deepthroats one of their partner’s sensitive areas. On more sensitive areas like the penis and vagina, the lover rolls Lick + Tongue and adds to their partner’s Pleasure based on the result, while their partner can roll Thrust + Asset for the same effect. On less sensitive areas like the breasts, anus or testicles, the target gains a flat one Pleasure. In either case, the giver gains a flat one Arousal from the sexual contact.

Vaginal Intercourse

Requires: Penis and partner’s vagina The lover inserts their penis into their partner’s vagina and thrusts. The penetrating partner rolls Thrust + Penis and adds to both partner’s Pleasure based on the result. The receiving partner can roll Thrust + Vagina on their turn and add the result to both partner’s Pleasure.

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Sample Preferences

Voyeuristic

A particular size of person gets the character off (small, regular, large or massive). Applies When: Someone of that size takes any sexual action toward the character, or is present in a sexual situation.

Pregnancy

Body Size

Body Type

The character has a thing for people of a specific body type (Muscular, Lithe, Weighty, etc.). Applies When: Someone of that body type makes any sexual action towards the character, or is present in a sexual situation.

Bondage

The character likes to be bound, restrained or otherwise prevented from moving. Applies When: The character is restrained using any form of bondage gear.

Dominant do.

The character likes to be in control, telling others what to Applies When: The character is being obeyed by others.

Exhibitionist

The character likes to be seen while having sex. Applies When: Someone is watching the charaacter in a sexual situation but not directly participating.

The character likes to watch others having sex, possibly while masturbating. Applies When: Someone nearby is having sex that the character is not directly involved in. With sex comes the chance of impregnation. To determine if pregnancy results from a given sexual encounter, have both the male and female characters roll a d12. Pregnancy results if the two player’s rolls match one another. If more than one male ejaculated within the woman during the encounter they each roll a die. If there is more than one match, the GM determines whose child the pregnancy is. Make this roll when the encounter is over, when the characters are resting or getting dressed. The female character’s player has the option of vetoing any pregnancy they would otherwise gain. A player should never be forced to portray a pregnancy if they don’t want to. An average pregnancy lasts for three seasons, and imposes some penalties on the character in the later stages. Starting at the second season, all physical actions take a -2 penalty, while in the last month they take a -3 penalty. Giving birth takes a day and removes these penalties.

Other Rules

Eating and Expansion

The character loves the look, feel or smell of a material, such as leather, latex or plastic. Applies When: The character comes into contact with this material, or it is involved in a sexual action.

The average person consumes around four pounds of food a day, one or two at any given meal, but can eat up to six with only mild discomfort. Smaller characters can get by with two or three pounds, while larger characters require six or seven pounds of food a day. Someone who is forced (or chooses) to eat beyond this limit has their body expand in order accommodate their additional intake. Each additional two pounds of food will cause their belly to expand by one inch. As the body is flexible in the world of Heart and Fur, there is no limit to the amount of expansion a person can experience as a result of overeating. Excess stomach size is lost at a rate of one inch per day, until the character’s normal stomach size is regained.

Sadist

Orgasm Denial

Masochist

The character enjoys pain. This Preference causes all Pain the character incurs to be treated as Pleasure. Pain-causing actions also add an additional Pleasure, or an automatic Arousal as appropriate. Applies When: The character receives Pain from any source.

Material

The character likes to give pain to others. Whenever they give Pain to someone, they gain a flat one Arousal. This isn’t increased by the Preference. Applies When: The character gives Pain to another in any way.

Submissive

The character likes to be ordered around, dominated, or controlled. Applies When: Someone else takes control of a sexual situation or gives the character an order.

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The desire for sex and pleasure runs hot in the world of Heart and Fur. Being given pleasure, but prevented from reaching climax, can quickly erode a person’s will to fight and resist. In order to induce orgasm denial, one character must pleasure another character, but stop short of giving them an orgasm. A character can withstand a little while of this, but not extended periods. For each hour a character is kept in a state of near-orgasm, without any hope of actually reaching climax, they must make an Integrity + Intellect roll, difficulty 8. Failure inflicts a Wound on them, which they cannot remove until they reach climax. Should they lose their last Wound and surrender, they suffer all the usual effects of losing a conflict.

Hypnosis

Transformation points add up over time. For every four points of Transformation a character gains, they gain a new Trait. The GM and player should work together to determine what Trait is appropriate. The first few times this happens could grant Cosmetic Traits, changing how the character looks but not anything central to their physiology. After that, the Traits gained could be more major changes, granting the character the Traits of another race or gender. Alternatively, the character can gain whatever Traits their player wants, as the GM deems appropriate. If a player doesn’t want their character to be Transformed on a regular basis, they can invest in the Stability Skill. If a character has this Skill, whenever they would usually gain Transformation, they can instead roll Stability + Stamina. If they get a 6 or higher, they ignore the Transformation. If the character would gain multiple points of Transformation at once, they add 1 to the difficulty of the roll per additional point. This Skill is mostly useful in settings where transformation is common. If the group as a whole dislikes transformation, then the GM should simply avoid putting them in situations that can cause it. The players should be informed of this in advance so they know whether to invest in the Stability Skill. In extreme cases, and only with the player’s approval, the character can change one of their Personalities as a result of Transformation. This represents a core facet of the character being changed, and has dramatic repercussions for their nature and demeanour. It’s also possible, although rare, for a character to lose one of their Personalities due to Transformation. In this case, the character loses a large portion of their independence and thinking ability. Characters who lose all of their Personalities become little more than mindless slaves, unable to make decisions for themselves. Whether your group is comfortable allowing this option, or portraying characters under its effects, is up to you. Characters who have suffered from Personality loss or alteration can be restored to their former selves through the actions of others around them. By being reminded of who they are and the emotions they used to feel, they rekindle something of their former self. Any time a character suffering from Personality loss or alteration would be the subject of a Moment, or if they form or upgrade a Bond with another, they forego the usual benefits to restore one of their Personalities to normal. However, the character must want to restore this Personality. If they are happy with their new way of being, then they cannot be changed back.

Using a combination of soothing voice and mesmerizing motions, a character can attempt to put another character into an altered state. They must make a Hypnosis + Charm roll in a contest against their target’s Integrity + Intellect. If the attacker succeeds, the defender is hypnotized. The defending character must be able to see the attacker for this to take effect. While hypnotized, the character cannot initiate any actions of their own and is highly suggestible. They will obey any instructions their hypnotizer gives them, although their ability to act is highly limited. A hypnotized character can only carry out simple commands like undressing or licking. They cannot be made to attack anyone. A hypnotized character is easily swayed and cannot defend against social attacks (they automatically succeed at difficulty 4), while being the subject of a physical attack immediately ends the hypnosis. Hypnotised characters can be made to strip or drop their Tool with a successful Hypnosis + Charm vs Integrity + Intellect contest. Like a grapple, the character responsible for hypnotising someone must use their action each turn to maintain the hypnosis, or the hypnotized character automatically breaks free and can act normally on their next turn. The hypnotized character can attempt to break free each turn, rolling their Integrity + Intellect against their hypnotizer’s Hypnosis + Charm. If the hypnotized character gets a higher result than the hypnotizer, they break free and can act normally on their next turn. A hypnotized character who loses their last Wound while under hypnosis cannot rouse themselves from hypnosis until the end of the next Scene, unless they are attacked or otherwise physically shocked.

Transformation

In the world of Heart and Fur, there are many forces that can change someone’s body. People can be transformed through magical means, through contact with certain substances or because of the actions of strange science. All of these physical changes are represented as Transformation. Characters track Transformation using points, which are tracked on their character sheet. Transformation points are gained from a variety of sources. Some sample ones are outlined below, but the GM is encouraged to add more based on the type of setting they are using in their game. • Consuming a mutagenic alchemy adds one point of Transformation. • Consuming a corruptive alchemy adds its quality bonus in Transformation. • Being exposed to radiation or mutagenic chemicals adds a point of Transformation. • Being the subject of a magical effect that transforms the body in some way adds a point of Transformation. • Certain plants contain transformative properties. Eating one adds a point of Transformation.

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Traits

Traits define aspects of a character that aren’t captured by their other statistics. If a character is a good fighter, that’s a Skill, but if they have sharp claws that add to their combat prowess, that’s a Trait. Traits have four varieties: Cosmetic, Internal, External and Flaws. Cosmetic Traits alter the character’s appearance but have no mechanical effects, such as being a strange colour. They are also free to obtain. Internal traits are things that cannot be seen but affect the character in some way, like being ambidextrous. External Traits are visible parts of the character’s body, like claws, horns or wings. Flaws are Traits that inflict some penalty or hindrance on the character, and are usually gained at character creation in exchange for points to spend on other characteristics.

Altered Seed

Cosmetic Traits

Subtle Glow

Cosmetic Traits alter a character’s appearance in some way. They are not mechanically useful, but they are also free. Cosmetic Traits never cost anything to obtain at character creation or later.

Covering Traits

Covering Traits define a character’s skin covering. All characters start with a covering Trait. On the character sheet, record the colour of your character’s covering as well as the type. For example, a grey wolf would write ‘Grey Fur’ in the Traits section of their character sheet.

Carapace

Fur

The character is covered with a layer of hard exoskeleton.

The character is covered in scales, with larger scales across most of their body and finer ones around the joints.

Size Traits alter how large the character is. These Traits have no mechanical effects, but can be the subject of Preferences.

Massive

The character is massive, at least eight feet tall. They might have trouble fitting through some doorways.

Small

When not erect, the character’s penis is covered by a sheath. This Trait is mostly possessed by wolves and other canines. The character gives off a dim natural light, from their palms, feet, mouth and genitalia. It’s not enough to see by, but it does make the character stand out in a dark room.

Tail

The character has a tail. This could be a short tail like a rabbit or bear, a long mobile tail like a cat or wolf, or even an abdomen like an insect.

Tasty Body

The character’s skin and other body parts taste like something pleasant. They might taste like chocolate, berries or spices.

Internal Traits

These Traits alter what a character is capable of, but have no effects on their appearance. The character possesses a nose capable of picking up minute traces of scents. They can make Perception rolls to pick up scents like others would sights and sounds.

Acute Sight

Ambidextrous

The character can use both hands equally well. They have an additional hand region for use in sexual encounters.

Anal Control

The character has extra musculature in their anus, allowing them to actively pleasure anyone thrusting into them. All anal Thrust rolls they make gain a +2 bonus. The character can blend into their surroundings. All Crime rolls to sneak gain a +2 bonus.

The character is petite and adorable, under four feet tall.

Climbing Pads

The character is extremely small, under two feet.

Other Cosmetic Traits ry.

Sheath

Camouflage

The character is very large, at least seven feet tall.

Diminutive

The character’s fur, scales, skin or hide has an unusual or unnatural colour. This makes them stand out in a crowd, but has no mechanical effects.

The character has unusually keen eyes. They gain +2 to all visual Perception rolls.

The character is covered in soft skin or rough hide.

Size Traits

Large

Unusual Colour

Acute Scent

The character is covered with a layer of fine or thick fur.

Scales Skin

The character’s semen has an unusual taste, scent or colour. It may be blue, taste like raspberries or smell like sweet honey. It may be unusually hot or strangely cold.

These are Cosmetic Traits don’t fall into any other catrgo-

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The character has pads on their hands and feet that allow them to climb easily. They can always move at their full movement rate while climbing, and can climb regardless of their Athletics rating. They must be barefoot and not wearing gloves to gain this benefit.

Contortionist

attached to them. They are always under the effects of one piece of sexual equipment. If this is bondage gear, they are always bound for the purposes of Preferences.

The character is capable of bending into positions that others could never manage. They can perform oral sex on themselves easily, and can work themselves into other unusual arrangements, such as licking someone’s taint while also giving them anal sex.

Loose Butt

The character’s butt is unusually loose and easily accepts a partner’s thrusts. They suffer no Pain when receiving anal sex.

Corruptive

Natural Alchemy

The character’s body slowly warps and changes those who are in contact with them. Each time the character has sex with someone, that person gains two Transformation. This can be resisted by the Stability Skill as normal. The bearer of this Trait also has a set of Traits that they usually grant to others, which is chosen when this Trait is gained. Characters transformed by them typically gain one of these Traits.

The character’s body naturally produces an alchemical substance. Select one alchemical Effect. One of their bodily fluids carries this effect at the Moderate Quality, affecting anyone who consumes it. Alternatively, the character can release the alchemy as a pheromone and affects everyone in ten yards of them. Both of these effects can only afffect a given character once per Scene. Regardless of the delivery method, the alchemy never affects the character who produces it. Some sample uses of this Trait include lubricating sweat, aphrodisiac precum and mutagenic saliva.

Echolocation

The character is capable of hearing high-pitched sounds and using them for navigation. They can see perfectly in darkness and dim light, but extremely loud sounds temporarily ‘blind’ them, rendering their echolocation useless for a round.

Nourishing Fluid

One of the character’s bodily fluids, be it semen, vaginal secretions, or milk, is unusually nutritious. Anyone consuming even a small amount of this fluid does not need to eat or drink for the next day. This includes the character themselves.

Extra Womb

The character has one additional womb located somewhere on their body. It could be in their stomach like a regular womb, or in their anus, breast, tail, or anywhere else. They can carry one additional pregnancy at a time, although they only suffer the penalties from the most advanced pregnancy. This Trait can be obtained multiple times, adding an additional womb each time.

Permissive Orifice

One of he character’s holes is extremely stretchy and loose. They can have two penises inserted into is at one time.

Photosynthesis

The character possesses chlorophyll in their skin or organs. They can survive off nothing but water and six hours a day of sunlight, although they are likely green.

Fertile

The character’s body is unusually fecund, and is able to cause or get pregnant easily. All rolls for pregnancy the character makes roll two additional dice.

Prehensile Feet

The character’s feet are as dextrous as their hands. They can use their feet to hold objects and gain them as a region to use in sexual encounters. This does not allow the character to use an additional Tool, however.

Fluid Feeder

The character’s body is designed to survive off sexual fluids. They can live off nothing but semen or vaginal secretions. They must have oral sex at least once a day or they begin to suffer the effects of starvation, infllicting a -2 penalty on all of their actions, and they must swallow any fluids released during sex. Most people with this ability can eat normal food as well, and can survive just fine off either diet, or a combination of the two.

Premature

The character often orgasms before they intend to. They can reach climax with Arousal alone.

Sensitive Anus

The character’s anus is unusually sensitive. When receiving or giving an anal thrust action, the character gains the action’s full result in Pleasure, rather than the usual flat one Pleasure.

Gratuitous Cum

The charater’s body produces impossibly large amounts of semen, on the order of several gallons per load. Whenever they ejaculate into someone, be it orally, anally, or vaginally, their partner’s waistline increases by two inches. This excess weight is lost at the standard rate of one inch per day.

Sensitive Spot

The character has some spot on their body that is unusually sensitive. When this Trait is gained, select one body part. This becomes a sexual region capable of receiving Pleasure like a penis or vagina is. This could allow the character to have highly sensitive ears, tail, feet, or any other region they like.

Hypnotic Eyes

The character’s eyes can create hypnotic patterns, glow with magical light or are simply unusually captivating. They add +2 to all hypnosis rolls when the target can see their eyes.

Swift Pregnancy

The character’s body is designed to speed through pregnancy. Their pregnancy advances each day, rather than each month.

Integrated Gear

The character has some form of sexual gear permanently

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A full pregnancy occurs in nine days. An additional purchase of this Trait decreases the time to each hour.

Thick Hide

The character’s skin is unusually tough. They gain an additional Wound.

Vaginal Control

The character has an unusual degree of control over their vaginal muscles. All vaginal thrust rolls they make gain a +2 bonus. They must possess the Vagina Trait to have this Trait.

External Traits

These Traits affect how a character looks and what physical capabilities they have.

Breast Traits

These Traits alter how the character’s breasts work. A character must have breasts to gain these Traits.

Controlled Lactation

The character can regulate how their body produces milk. They can cause milk to flow from their breasts at will, in any amount they desire.

Extra Breasts

The character has an extra pair of breasts of the same size as their regular ones. Add two additional Breast sexual regions on their character sheet.

length and a tip that flares outward. On the character sheet, record your penis’ type, and if you wish its size. This Trait allows the character to gain the Penis Asset.

Testicles

The character possesses a pair of testicles. Add testicles to their list of sexual regions, and also make a note of their size (golfball, tennis-ball, grapefruit, etc.).

Vagina

The character possesses a vagina. Add a vagina and clitoris to their list of sexual regions. They can also gain the Vagina Asset.

Mouth Traits

Mouth Traits alter how the character’s mouth works, particularly how it works during sex.

Cock Tongue

The character’s tongue is a fully functional penis. Add Tongue Penis to their list of sexual regions. Due to this penis’s placement, it cannot receive the usual sexual actions that a penis can. Instead, whenever the character gives someone oral sex, they gain the effects of the roll in Pleasure along with their partner. Kissing grants them a flat one Pleasure as well as the usual Arousal. When aroused, this penis gets in the way of speaking. Whenever the character has more than five points of Arousal in their sex track, they take a -2 to all attempts to communicate verbally.

Multiple Nipples

Long Tongue

Nipple Holes

Mouth Vagina

Each of the character’s breasts has four nipples. All Pleasure received by one of their breasts increases by one. The character’s nipples are sensitive openings rather than small buds. Their nipples can be targeted by thrust actions and gain one Pleasure per round of thrusting. They can also have dildos inserted into them.

Genitalia

These Traits define the character’s basic sexual regions, as well as what Assets they can gain. These Traits are free to acquire during character creation, and can be gained after by Transformation.

Breasts

The character character possesses a pair of breasts, adding two breast regions to their character sheet for use in sexual encounters. They can also record their breast size in cup size (A, B, C, etc.). This also allows the character to gain the Breast Asset.

Penis

The character possesses a penis. They gain the penis region for the purposes of sexual intercourse. There are three kinds of penises: knoted, flared and straight. A straight penis resembles a human’s member, with foreskin and a glans. A knoted penis resembles a canine’s member, with a bulging knot at the base and a pointed tip. A flared penis resembles a horse’s, with ridges along its

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The character’s tongue is unusually long and dextrous. They gain a +2 to all rolls involving the Tongue Asset. The character’s mouth is shaped like a vagina, and functions as one. This vagina can receive the same suite of sexual actions that a regular vagina can. Also, you gain one automatic Pleasure from kissing someone. Having a mouth vagina makes it difficult to speak, inflicting a -2 penalty to all attempts at communicating with words when the character has more than five points of Arousal.

Penis Traits

These Traits alter how a character’s penis works. A character must have a penis to gain these Traits.

Cock Beads

The character has beads along the length of their penis. All Thrust rolls they make with their penis are at +2.

Cock Gun

The character’s penis is also usable as a weapon. It can shoot blasts of energy or other projectiles at will. The character can substitute their Penis Asset for their Muscle Asset when making Fighting attacks.

Extra Penis

The character possesses an extra penis, either right beside or directly below their original. They gain an additional penis sexual region, which can give and recieve the same suite of actions as

their original penis. This Trait can be gained multiple times.

Prehensile Penis

The character’s penis can move and bend of its own accord. It can hold objects, although it can’t attack, and it can maneuver to better get at sensitive places. All thrust attempts the character makes are at +2.

Retractable Penis

The character can pull their penis into their body, leaving only a small slit. This slit can be pleasured like a vagina, and can take all actions a vagina can take. While the character’s penis is retracted, it cannot be the subject of sexual actions, and they use Vagina in place of Penis for sexual rolls.

Snake Penis

The character’s penis is long, prehensile and ends in a snake head, or other face. It can lift objects, although it can’t attack, and has a personality of its own. It might be able to speak, at the player’s discretion. It can still receive and give the full suite of sexual actions, and gains a +2 to Thrust rolls due to its intellect and dexterity. Due to its length, it can do things that a normal penis couldn’t, such as wrapping around someone’s leg or reaching up to their mouth when they are standing next to the character.

Variable Penis

The character can change the shape of their penis at will. They can switch it between being straight, knotted or flared at any time.

Other External Traits

Extras

Antennae



These Traits represent a wide variety of organs and functions that a character can possess. The character has a pair of antennae on their head, which are sensitive to scents and pheromones. They allows them to take scent-based Perception rolls. If they already have this ability, they add +2 to all scent-based rolls.

These Traits add extra body parts to a character.

Extra Arms

The character possesses an extra pair of arms. They gain a +2 bonus to all grapple attempts, and can continue to take actions and make attacks even while grappling someone. They also gain an additional hand region. They still cannot grapple more than one person at a time however.

Gills

The character has gills on their neck. They can breathe underwater indefinitely.

Hooves

Extra Eyes

The character has hard hooves, enabling them to travel extremely fast. They can run at 40 mph, and move twenty yards in a turn, should it ever be necessary to do so.

The character has an extra eye or pair of eyes. They gain +2 to all visual Perception rolls.

Extra Head

Hyper

The character has an extra head. This head has its own personality and may want different things than the other head does. The character can roll all Knowledge rolls twice and take the better result. In addition, they gain an additional mouth region. This Trait can be obtained multiple times.

The character is extremely large and muscular. They gain a +2 to Muscle rolls.

Inner Compartment

The characters’s body has a large open cavity within their chest or stomach. When successfully grappling another character, they can take them into this compartment with their action for the turn. While inside, the character cannot be attacked or attack others, and cannot perceive their surroundings. They can escape with the normal roll to break a grapple, but the character with this Trait can grapple and act normally while another is inside of them.

Extra Legs

The character it a centaur, with four or more legs. This grants +2 to Athletics rolls involving speed and running.

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Large Ears

The character possesses ears larger than most species’. They gain +2 to all hearing-based rolls.

Liquid Body

The character’s body is fluid and can shift shapes at will. They cannot be grappled or held in any form of constraint. When grappling another character, they keep them inside of their body until the character breaks free. The character with this Trait still must use their action to maintain the grapple.

Ovipositor

The character can lay eggs with one of their organs, usually their tail or penis. These eggs can be laid within another’s anus or vagina. In order to lay eggs within someone’s body, they must either be in a grapple or be willing. Laying eggs takes a turn, after which they cannot be removed without medical intervention. The eggs hatch one week later, and tiny offspring emerge from the appropriate cavity.

Serpent’s Torso

The character’s lower body is like that of a snake. They have no legs, only a long prehensile tail. They can use this tail to make grapple attempts, while keeping their hands free for other actions. They roll to grapple as normal, but can keep one person grappled in their tail and still take other actions. The character with this Trait can still only grapple one character at a time.

Wings

The character possesses a pair of functional wings. They can fly at ten yards a turn, and can take off or land using a turn. On the character sheet, record what kind of wings they are. The choices are feathered (like a bird’s), leathery (like a bat or dragon) and membranous (like a dragonfly).

tentacles and still be able to move and act regularly on their turn. Tentacles count at their own sexual region and can make grope and caress actions, and can thrust, but do not receive any Pleasure from thrusting. All of these actions use the character’s regular Skills and Assets. This Trait may be obtained multiple times, adding a new sexual region each time. Each additional instance of this Trait allows for one more person to be held in grapple without affecting the grappling character’s ability to move and act.

Dextrous Tentacles

The character’s tentacles are capable of fine manipulation of objects. They can wield weapons, open doors and pick locks, although the character still cannot use more than one Tool at a time. The character must possess tentacles to gain this Trait.

Phallic Tentacles

The character’s tentacles end in penises of the same kind as their normal one. The tentacles can be targeted by sexual actions as though they were a penis, and can gain Pleasure from them as normal. A character must possess tentacles to gain this Trait.

Tail Traits

These Traits alter how a character’s tail functions. A character must have a tail to gain these Traits.

Prehensile Tail

The character’s tail is sensitive and dextrous. It can pick up and wield objects as though it were a hand, and can be used to make caress and grope actions. A character with this Trait can stil only use one Tool at a time.

Web Spinning

The character possesses the ability to bind others in webbing. After a successful grapple attempt, the character can spend a turn weaving webs around their target. After this, the target remains grappled, but the web-spinning character can move and act freely. The roll to escape from the webbing is the same as the one to escape from a normal grapple, and still relies on the grappler’s Grapple and Muscle ratings. This Trait can also be used to create bondage gear like arm binders and rope.

Webbed Feet

The character’s feet have webbing between their toes. They can swim ad 15 yards per turn, and gain a +2 to all Athletics rolls involding swimming.

Tentacle Traits

These Traits represent a character having prehensile tehcacles of some kind.

Tentacles

The character has a pair of tentacles growing out of their back or groin (your choice). They may use these tentacles to make grapple attempts. They can hold someone in a grapple using their Krystune - www.weebly.com 44

Tail Cock

potential sexual conquest alone or to always give your enemies a chance to surrender.

The character’s tail ends in a functional penis. Add tail penis to their list of sexual regions. This region can make and receive all the actions a penis can, and contributes fully to its host’s Pleasure.

Cumbersome

The character has a body part, be it their breasts, stomach, penis or testicles, that is large enough to weigh them down. All Speed rolls they make take a -2 penalty.

Tail Mouth

The character’s tail has a mouth, and possibly eyes. Add tail mouth to their list of sexual regions. The tail can make bite attacks using a roll of Fighting + Strength, and may be able to speak. (If it can speak, decide whether the character controls it or if it has a mind of its own). It can also give and recieve mouth sexual actions.

Declawed

Through an accident, birth defect or purposeful removal, the character has lost their claws. Declawing is used in some societies as a punishment for particularly severe crimes, but more modern cultures view this as barbaric. The character must originally have the Caws Trait to gain this Flaw, and loses it upon gaining this Trait.

Tail Vagina

The character’s tail contains or ends in a functional vagina. Add tail vagina to their list of sexual regions. This region can give and receive all sexual actions that a regular vagina can, and contributes fully to its host’s Pleasure.

Fluid Dependant

The character requires sexual fluids in order to survive. They must have oral sex, and swallow all fluids released, at least once per day or they begin to starve, inflicting a -2 penalty on all actions. If they also have the Fluid Feeder Trait they can survive off these fluids alone, but otherwise must eat regular food as well.

Vagina Traits

These Traits affect how a character’s vagian works. A character must have a vagina to gain these Traits.

Extra Vagina

Frail

Prehensile Clitoris

Infamy

They character is physically weak and mentally unstrong. They can sustain one fewer Wounds before surrendering.

The character has more than one vagina. They gain one additional vagina sexual region.

Whether deserved or not, the character has a foul reputation. People are inclined to dislike or work against them as a result. Anyone who is aware of this reputation will likely treat them poorly and will be less likely to help or cooperate with then (possibly inflicting a penalty on relevant rolls).

The character’s clitoral hood is long and capable of moving on its own. It can make grope and caress actions during intercourse.

Weapon Traits

Lustful

These Traits give the character natural weapons that cannot be removed or disarmed. There are a variety of possible weapons, including Claws, Horns, Fangs, or a Stinger. All Weapon Traits function the same way, granting a +2 bonus to all Fighting attacks. A character can gain the effects of one weapon Trait at one time.

The charaacter has a hard time controlling their actions when they’re feeling horny, and they’re always feeling horny. This can either be a permanent affliction, or something that is triggered during certain seasons, such as a rut, heat or mating season. If the effect if year-round, the character suffers a -1 penalty to all rolls to resist attacks based on lust. If the effect is confined to a season, then for those months they take a -2 penalty on all rolls to resist attacks based on lust.

Flaws

Flaws are Traits that inflict negative effects on the character possessing them. Characters most commonly gain Flaws during character creation in exchange for more bonus points. A character can never have more than three Flaws.

Scar

Some painful or traumatic event happened in the character’s history. They may have lost their parents, had a bad break up ,or been part of a natural disaster. This has left an emotional mark on them, and anyone who knows about it can use it to gain the upper hand. By mentioning this Scar during a conflict, a character can add a free Shift to their next attack against the character bearing the Flaw. This can only happen once per Scene.

Carnivore

The character’s diet consists solely of meat, which is typically more expensive than plant-based foods. Most races can eat plant foods if they need to, as meat may not always be available to them. A character with this Flaw, however, cannot. This increases the cost of all meals they eat by one half.

Creed

Weakness

The have a set of rules or principals that you live by. They must always follow the strictures of this creed. These rules must be something that can inconvenience the character during play. Sample Creeds include to always help those in need, to never leave a

The character has a soft spot for a certain action or kind of person. It could be blonds, bondage or reptiles, but regardless of the specifics, the results are the same. Any roll they make to resist a social attack that involves their weakness takes a -2 penalty.

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Equipment

This chapter presents the rules for equipment that the player characters are likely to come across, as well as how to purchase it.

Wealth

Heart and Fur is about the subtleties of character interaction and relationships. It is not about tracking every penny that a character possesses. It is also a game designed to be played with many different settings, ranging from fantasy to contemporary to sci-fi. In order to accommodate such variety, the game uses a much simpler system of tracking wealth than many other role-playing games. Characters track their money using points called Wealth. Each Wealth represents an approximate amount of money, rather than a hard value. Each thing a character could buy has a rating in Wealth, which is the amount of Wealth the character must pay in order to acquire it. Most characters have some sort of job or career that provides them with a regular supply of Wealth. To represent this, characters gain points of Wealth each month that passes in the game. The amount depends on the specifics of the character’s job, but should usually be between 5 and 20 Wealth. This ensures that the character always has a bit of spending cash.

Common Purchases Tools •

A Tool 5

Food and Provisions • • • • • • • • • • • • •

Week’s cheap food 3 Week’s fine food 7 Month’s provisions 10 Dinner out 2 Fancy meal 4 Banquet 10 Night’s drinking 3 Cask of ale 4 Single beer 1 Cheap wine 2 Fine wine 5 Shot of spirits 2 Bottle of spirits 7

Coverings • •

Average Outfit Fine Outfit

5 10

Housing • • • • • •

A hovel 3/month An apartment 5/month A house 10/month A mansion 20/month An estate 30/month An island 50/month

Vehicles • • • • • • •

A used car 30 A car 50 A sports car 100 A fishing boat 30 A house boat 70 A private jet 150 A trip on an airline 7

Services • • • • • • • • •

Haircut 2 Massage 2 Marking 5 Hair colouration 3 Cheap prostitute 4 Skilled courtesan 7 High-end escort 10 Strip artist 7 Professional entertainer 7

Sexual Gear • • •

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Bondage Gear 3 Dildo 1 Vibrator 2

Outfits

In Heart and Fur, a character’s choice of clothing does more than just express their sense of aesthetics, it provides important mechanical effects. These sets of clothing are referred to as Outfits, and each Outfit is linked to a single Personality. When wearing clothing for a certain Personality, the bonus that Personality provides increased from +2 to +3. If a character doesn’t possess the Personality for an Outfit they are wearing, they gain that Personality at its usual intensity until they remove the clothing. By presenting themselves in a certain way, a character can experiment with new ways of acting and relating to others. A character can own as many Outfits as they like, but can only wear and benefit from one Outfit at a time. Choosing what to wear to an event or night out therefore becomes an important decision. Some sample Outfits are presented here, but characters can come up with more during play. Each Outfit only works for one Personality, however, and the Personality it effects cannot change once it is obtained. • Spiked Jacket - Aggressive • Hoodie – Aloof • Tie Dye Shirt – Flamboyant • Corset – Proper • Business Suit – Proud • Trench Coat – Serious • Bondage Harness - Submissive

Markings

In addition to outfits, characters can also gain Markings. These may be permanent tattoos, dye applied to the fur or skin, or piercings and other body-modifications, but the mechanics are the same regardless. Having a set of Markings functions like an Outfit does, but only when the character isn’t wearing an Outfit. This means that when the character is having sex, or if they are stripped in Conflict, they can still benefit from the effects of an Outfit. A character’s Markings can look like whatever they want, but should tie in somehow to the Personality they enhance. Aggressive markings should be spiky and harsh, while playful ones should be bright and fun. A character can only have one set of Markings at a time. They are recorded on the character sheet under the equipment section as Marking: Personality.

Tools

Tools are useful objects that a character can wield to enhance a certain Skill. Tools always grant a +2 bonus to a single Skill. A character can own as many Tools as they like, but can only use one at a time, and switching them out during Conflict requires their action for the round. In addition, Tools can be disarmed using Grapple and Hypnosis, preventing the character from using them until they are picked back up, which requires a turn. Tools do not stack with the bonuses from Traits; only one can be added to a given roll. Below are a selection of sample Tools, but players and the GM can invent more as they see fit.

Book

Armour

A book contains useful information on a variety of subjects. It adds to Knowledge rolls.

In some settings, it becomes necessary to keep oneself safe. Physical attack is a risk, and one must be prepared for it. In these settings, characters can make use of armour. Armour takes the place of an Outfit and adds a +2 to all Fighting and Athletics rolls to avoid physical attacks, but not to social attacks. A character cannot gain the effects of both armour and a standard set of clothing at the same time. The specific form armour takes depends on the setting. In a historic setting, it is likely leather or metal. In a modern setting is is probably a bullet proof vest. For a science fiction setting, it could be power armour or a force field.

Memento

A keepsake from someone well loved. It reminds the bearer of what’s important to them. Adds to Integrity rolls. Mementos cannot be purchased, but a character can start with one at the beginning of play or gain one during play.

Pendulum

A pendulum is used to hypnotize others. It adds to Hypnosis rolls.

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Thieves’ Tools

Thieves’ tools include lockpicks and similar gadgets. They add to Crime rolls.

Weapon

A weapon can take any form the character desires, from a sword to a gun to brass knuckles. Regardless of form, it adds to Fighting rolls.

Rope

A rope can be used to bind and entangle opponents, adding to Grapple rolls.

Jewellery

Jewellery makes a character more attractive, adding to Persuasion rolls.

Sexual Gear

This section presents the rules for a wide variety of sexual equipment, from dildos to vibrators to bondage gear.

Arm Binders

These coverings bind the individual’s arms together, removing both hand region from play and prenting them from using Tools.

Beads

Beads are a form of dildo that is shaped like a string of beads. Putting beads into an orifice or taking them out grants a flat one Pleasure. While they are left in, they prevent the gradual loss of Pleasure that normally occurs over time.

Blindfolds

Blindfolds prevent their wearer from seeing, making them fail all sight based Perception rolls.

Dildo

Dildos are any object designed to be inserted into a sensitive orifice for pleasure. When inserted, they prevent the loss of Pleasure over time. Dildos are most common in modern settings, but they could be found in some pre-modern ones, made of stone or heavily varnished wood (you wouldn’t want splinters). They may be rare, the domain of nobility and the elite, or commonly available to the public.

Gag

A gag removes the wearer’s mouth region from play, and prevents them from speaking. There are a wide variety of gags in existence. Ball and bit gags are the most common. Ball gags are soft balls attacked to straps, while bit gags are rods that have harnesses attached. Some ball gags have an open centre, allowing objects to be inserted into the wearer’s mouth. If a penis is inserted into it, its owner gains a flat one Pleasure a round.

Leash

A favourite of wolves and other canines, leashes and collars can be used both for bondage and as a fashion accessory. When someone is wearing a leash, its holder can direct their movement and make them follow them around.

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Spreader Bar

A spreader bar attaches to both of its wearer’s legs and holds them apart, making it impossible to walk or deny someone access to their nether regions. Someone wearing a spreader bar cannot close their legs.

Strap On

A strap on is a dildo that can be mounted on the wearer’s pelvis. It allows its waerer to make thrust actions as though they had a penis, although it cannot receive Pleasure.

Tail Raiser

A tail raiser attaches to the wearer’s tail and back and lifts their tail up to allow for easier access to their hindquarters.

Vibrator

A vibrator is a dildo or other small device that vibrates for pleasure. They are the exclusive domain of modern and advanced settings, barring some form of magic, and provide anyone they are inserted into with one Pleasure per round. Many vibrators take up a sexual region, but some can be worn without limiting access to the user’s body.

Alchemy

In the world of Heart and Fur, people regularly make and consume a wide variety of potions. These elixirs can arouse, enlarge and transform, among countless other effects, and are collectively known as potions. All potions have three traits: their Quality, Delivery and Effect. Quality measures their strength, Delivery how they are used and Effect what the potion does once consumed. In the following entries, potions are listed as follows. Quality Effect Delivery For example, a potion listed as Strong Endowment Flask would have the Quality of Strong, the Effect of Endowment and the Delivery of Flask. All of these are explained in more detail below.

Quality

All alchemical potions have a quality, which determines both the potion’s cost and its effectiveness. Should the potion’s effect require a roll, the roll is always a d12 with a bonus based on the potion’s Quality. This is referred to as its quality roll. This roll can be enhanced with Heart and appropriate Shifts. Alternatively, some potions last longer based on their Quality. • • • •

Quality Weak Moderate Strong

Delivery

Bonus Price +2 2 +4 4 +6 6

Potions have many different delivery methods for their effects. Presented here are the more common ones.

Draught

Suffusion

Flask

Effects

A draught is a potion designed to be consumed orally. The user drinks it in order to make it take effect, which requires their action for the round. Some people are known to take a draught, without swallowing it, and then give it orally to another. Many alchemists mix flavours into their draughts in order to make consuming them more appealing.

A suffusion is an alchemy that builds up in the body and is released in the individual’s fluids. After taking a suffusion, the individual’s saliva, milk, semen, sweat and vaginal secretions all take on the potion’s qualities. Anyone consuming these fluids is automatically effected by the potion. The individual who takes the suffusion is also affected by it.

A flask is a small glass bottle designed to break on contact with its target and splash them with its contents. Using a flask requires throwing it at a target, using a successful Fighting + Muscle attack. Once successfully thrown, the flask’s contents get on the target and take effect immediately.

A potion’s Effect dictates what exactly it does to someone who consumes or otherwise encounters it. A number of common Effects are listed below, but more can be made by the GM or players.

Aphrodisiacs

Musk

Aphrodisiacs are a class of potion that induce arousal and sexual desire. They are often employed by courtesans and more socially-minded combatants. Many bars and taverns serve drinks laced with mild aphrodisiacs, while providing rooms for their patrons to retire to (for a fee of course). When used, aphrodisiacs automatically roll their quality roll as a social attack, which is contested normally. Should the target be willing to have sex, the potion instead acts as a normal arousing action.

Musks are airborne potions. They are aerosolised either by uncorking them and allowing them to evaporate or by burning them like sticks of incense. Once released into the air, the musk affects everyone who enters a ten yard radius around it. In enclosed spaces, this region can be smaller. Musks can only affect a given individual once per Scene.

Salve

A salve is a paste that is applied to a weapon or sexual region before use. After a salve is applied, the next successful attack or sexual action that the user makes will carry the potion’s effects. Salves can be applied to both natural weapons and Tools. Applying a salve requires an action. Once applied, salves lose their effectiveness in an hour.

Ambrose

Weak Aphrodisiac Draught This is a tea-like drink common in many parts of the world. When consumed, it fills the drinker’s body with pleasant warmth, which gradually settles in their groin.

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Black Rum

Moderate Aphrodisiac Draught This hard beverage has a complex, woody taste and is often mixed with other drinks. Some regions of the world are famous for its production.

Honey Musk

Moderate Aphrodisiac Musk This honey-coloured liquid evaporates quickly when uncorked. It has a sweet fragrance, and causes feelings of arousal in anyone who smells it.

Nectar of Heaven

Moderate Aphrodisiac Suffusion This sweet tasting liquid is consumed in large quantities by devotees of certain faiths. They then have oral sex with parishioners as part of their sacred rituals.

Lust Bomb

Canine Elixir

Moderate Corruptive Draught Canine Elixir was designed by an alchemist with a love for canines. The potion commonly grants its drinker Fur, Claws, Acute Scent, a Tail or, if they are male, a knotted penis. The drink has a slightly musky scent and tastes bitter.

Diminishing

A diminishing potion decreases some aspect of a character, be it their strength, intellect or breast size. All diminishing potions inflict a -2 penalty to a single Asset. Each individual potion only affects one Asset, and the effect lasts one hour per Quality rating. Assets affected by a diminishing potion become noticeably smaller or less functional. These potions don’t stack with themselves.

Emerald Curse

Moderate Aphrodisiac Flask This vaguely blue liquid is known for its lust-inducing qualities. When thinned with water and bottled, it can be thrown to induce strong arousal in another.

Moderate Diminishing Flask This greenish liquid quickly absorbs into the skin when splashed onto a person. Thereafter, they find their body becomes heavy and harder to move, and their muscles shrink down significantly. They take a -2 to Muscle.

Constrictor

Endowment

Constricting agents splash over their target and then harden into ropy strings, binding them in place. Constrictors must be used as a Flask. When thrown, the constrictor potion makes a grapple attempt against its target using its quality roll. The potion continues to roll in opposition to its target breaking free each turn the target struggles against it. Should the target break free, the potion has no further effect. In addition, a constrictor potion can be poured over someone as a form of bondage, restricting the movement of the region it is applied to.

Spider’s Flash

Moderate Constrictor Flask This white potion quickly hardens into a silk-like net that traps those within it.

Contraceptive

A contraceptive potion is designed to prevent pregnancy resulting from intercourse. When taken by a woman, it prevents all pregnancies for a full day per Quality rating. One for Weak, two for Moderate, three for Strong.

Corruptive

Corruptive potions permanently warp their drinker’s physiology. Being affected by a corruptive alchemy adds the potion’s quality bonus to the target’s Transformation. Unlike mutagens, which inflict temporary changes, the effects of a corruptive alchemy are lasting. Each different variety of Corruptive potion normally has a set of Traits associated with it, which those affected by it most commonly gain. Some, however, inflict Traits at complete random, and can have virtually any effect on the user.

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An endowment potion increases the size or functionality of one of the user’s Assets. Each potion affects a different Asset, and has no effects on someone who cannot possess that Asset. The potion provides a +2 bonus to that Asset for one hour per Quality rating, in addition to making the Asset significantly larger. These bonuses do stack with those from Traits or Tools, but not with themselves.

Lover’s Ally

Weak Endowment Draught The potion commonly known as lover’s ally is designed to enhance the penis of its drinker, making it significantly larger. Some people, however, know it as lover’s bane, as not everyone can fit such a large member inside of them. Still, its a favourite of size freaks everywhere.

Fertility Enhancer

Fertility enhancers promote conception and pregnancy. They improve the virility of a man’s seed or the receptibility of a woman’s womb. For species with a designated mating period, they artificially force the body into mating mode. A fertility drug allows an extra die per Quality rating to be rolled when determining if a pregnancy takes place (so a moderate Quality potion allows two extra die to be rolled). The effects of a fertility drug last for a day.

Lactate

A lactate potion causes a female to begin producing milk. After it is taken, the woman’s breasts will swell slightly and then begin lactating. They will release a small trickle milk constantly, or a large stream if suckled on. Lactate potions last for one hour per quality rating.

Looseners

Sensitivity Booster

Lubricant

Angel’s Caress

Looseners cause certain muscles to relax and make penetration easier. They are often used before anal sex to allow the bottom an easier time taking the top’s penis. Taking a loosener means that the bottom experiences no pain upon entry. Looseners last one hour per Quality.

Sensitivity boosters enhance the sense of touch and hone sexual desires to a cutting edge. These potions make it easier for their subject to become aroused and feel pleasure, decreasing their inhibition. Sensitivity boosters increase Pleasure gained from all appropraite sexual actions by one, and last for their Quality in hours.

Lubricants are undoubtedly the most common variety of alchemy. They are used to lubricate genitalia during intercourse, enhancing pleasure and reducing any possible discomfort. Higher quality lubricants contain substances that tingle or cause other pleasurable sensations. Lubricants are always salves, and are applied to a penis or fingers. They then add their Quality roll’s bonus to the next sexual action that region makes. They also remove the possibility of pain from anal intercourse.

Moderate Sensitivity Booster Draught This potion is used by courtesans whose clients wish an especially intense, if short-lived, experience.

Nature’s Bounty

Weak Lubricant Salve A popular form of lubricant made in a variety of fruit flavours. Everyone has a favourite, as well as one they can’t stand.

Bliss Gel

Strong Lubricant Salve A high-end lubricant that causes strong sensations in the region it is applied to, often likened to having one’s body gently caressed by many hands.

Mutagens

Mutagens are a class of potion that change their target’s biology. They grant their consumer a single Trait, be it Cosmetic, Internal or External. Once consumed, a mutagen takes a minute to take effect. During this time, the subject’s body rapidly shifts and rearranges, taking on a new shape. After the period of transformation is over, the potion remains in effect for one hour per Quality rating.

Draught of the Sky

Moderate Mutagen Draught This potion gives its drinker a pair of feathered wings, which are perfectly capable of holding them aloft in flight.

Sea-Breath

Moderate Mutagen Draught Sea-breath temporarily grants its consumer functional gills, which allow them to breathe underwater as easily as they do on land.

Potion of the Other Side

Strong Mutagen Draught This potion is designed for those who want to see how the other side lives. There are two varieties of this potion, one for men and one for women. The male version grants its consumer breasts and a vagina, while the female version grants a penis and testicles.

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Running the Game

Heart and Fur is a game that runs differently than many other roleplaying games, and so this chapter is designed to give advice to a GM running the game. The game is perhaps best described as a social sandbox game. While long, intricate plot lines are certainly possible, most games of Heart and Fur are going to be driven by the player characters. They are going to pursue their loves and goals, and they will steer the story in the direction they want it to go. The job of the GM isn’t so much to create a narrative, but to provide bits and pieces of narrative to the players and let them forge them into their own stories.

Preparing to Play

Before play has even begun, the players need to make their characters, and the GM needs to decide on the main premise of the setting they are in. If you’re using one of the pre-made settings in this book then a lot of the work will be done for you, but you still need to select a core premise for the campaign and what part of the setting it will happen in. When making player characters, its often a good idea to have the characters all know each other before play begins, as this can explain why they are all working together throughout the story. It also allows them to set one another as their Bonds, which will provide a source of Heart once play begins. Pay special attention to the character’s Motives and Preferences. Motives will provide excellent hooks later on for introducing plot threads and goals, and can be turned into goals in and of themselves. Preferences are also a clear indicator of what kind of experiences the player wants their character to have. This will be important when it comes to making NPCs. Also ask each player what their comfort level is when it comes to sex, and especially what kinks are a no-go for them. Do your best to make sure that these don’t come up in the game, to ensure that all of the players are comfortable.

Non-Player Characters

As most of Heart and Fur’s focus is on social interaction, making interesting non-player characters is of vital importance. Thankfully, by listening to what the players and their characters want, this can become a lot easier. The main character’s Preferences are often a source of many potential non-player characters. If one of the player characters likes bondage, then making a few non-player characters who are also into bondage will provide both a reason for those characters to interact and a reason for the players to become invested in them. When first making characters, its generally not necessary to make a full stat writeup. Instead, give each character a physical description, including their race, gender and body type, and then come up with a few quirks and one or two problems for the character. Quirks are memorable features that will make the character stand out to the players. They might have an accent, frequently forget to wear clothing or be extremely talkative. If your group is playing Heart and Fur using text, it’s a good idea to give some of the character vocal quirks that will come across well in text. Problems are potential goals that the character might want pursued, and can

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serve as the seeds of future plot lines. One or two problems per character is plenty. For example, if the GM is creating characters for a game set in an office building in Lamina, they might first look to their player’s preferences for inspiration. If they know one character is into people who crossdress, they might make one of their coworkers a crossdresser as one of their quirks. As their other quirk, the GM decides that they have a sweet tooth, and are always eating candy. For a problem, the GM decides that the character is in love with one of the other non-player characters, but is too shy to ask their paramour out. If the player characters take a liking to this character, their love interest could provide the seed of a goal later on. It’s a good idea to create a dozen or so characters before play begins, and then look for opportunities to introduce them to the players. The key here is to see which characters the players find interesting and want to see more of, and which ones they don’t care for much. The characters the players like should then be given full stat writeups, while the ones they don’t can be safely ignored. Be prepared, however, for characters you put a lot of effort into to be ignored completely, and for characters you made up on the fly to be beloved by the players. Such is the work of a GM. Its also a good idea to make a few characters that have no pre-set profession or role in the story, to be dropped into the game when the players do something unexpected. If the players decide to go shopping, and you never detailed a shopkeeper, it can be helpful to have a spare character or two on hand. Also consider selecting a few key locations where the players can meet new characters, such as a local tavern, a café, or the office cafeteria. When playing a NPC, its best to decide in advance how many Heart points they are willing to spend on the current Scene. If the Scene isn’t really important to the NPC, they shouldn’t spend any. If it ties into one of their problems or Preferences, they should be willing to spend one or two. Only if the Scene is of tremendous importance to them should they be willing to spend more than three.

Goals

A lot of the gameplay in Heart and Fur revolves around the player characters pursuing goals. These goals can and sometimes should arise organically from the character’s personalities, but others will need to be provided by the GM. Its usually best to link each goal to something that matters to the player characters. Making the goal part of pursuing one character’s Motives, or making it significant to one of their Bonds, is a good way to get the players and their characters invested in it. If you have come up with problems for your NPCs, then it should be fairly easy to generate goals that have meaning to those characters, and by extension the players as well. When pursuing goals, it’s the GM’s job to ensure that they player characters always have some meaningful action they can take toward the goal. This doesn’t mean to solutions need to be spoon fed to the players, but its best not to completely stump them either. Provide leads and possible venues of action, and let the play-

ers decide how they will use them to their advantage. There are many different ways of structuring a goal in terms of the steps needed to accomplish it, and a few patterns are outlined here to make creating and running goals easier.

The Chain

In a chain goal each step leads to the next step after it. These goals are linear storylines, there accomplishing one step directly informs the player characters of what the next step is. The players likely won’t know more than one step ahead of where they are, and won’t know how many steps total are needed for the goal. This variety of goal is very versatile, but it works particularly well for mysteries, where each clue leads to another clue, and then finally to a solution.

The Web

In a web goal, the players are given a few main tasks to complete, but they can pick the order in which they complete them. The players know at least a few of the steps necessary to complete a web goal, but each step may lead to others they don’t know about, so they don’t necessarily know how long the goal will take. Web goals work best for more social tasks, where there are various people involved, and each one needs to be dealt with seperately.

The Field

A field goal is the most open-ended of goals. In it, the players are given one or two large objectives, and are given complete latitude as to how they pursue them. These goals work best with more experienced groups who are good at thinking on their feet, or with groups that enjoy more open-ended narratives. Field goals normally have fewer steps, but each step can take longer than for other goal types.

Conclusion

Heart and Fur presents a unique challenge to its players and GM. It’s a game almost entirely based around social interaction, and while this may seem difficult to pull off at first, it can be very rewarding. There is a certain magic that happens when the players all know each other, and have a group of NPCs they like, and the game simply grows organically from their actions and desires. If your group can get there, you’re golden. Until then, happy hunting.

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Part Two Setting

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The rules presented in the previous section are designed for a certain kind of roleplaying. They’re made for stories that center on character interactions and relationships, with risks and dangers that are of a personal, social nature. Failure in these stories might jeopardise a relationship or a night’s fun, but don’t have far reaching consequences for the world as a whole. The following settings are designed with this kind of roleplaying in mind, although each one puts a different twist on it. The City of Lamina takes the modern world and turns the sex up to eleven. It’s designed for groups wanting as much eroticism and sex as possible in their stories. The Strain offers a dark future to our own world, where the world has been ravaged by an alien disease that transforms people into anthropomorphic animals. It’s designed for stories of survival and ingenuity, with sex hanging over it all like a brooding storm cloud. Glimmer focuses on the lives and studies of students at a university for wizards. It is designed for more character-driven roleplay, where sex is still present but takes a backseat to stories of self-discovery and friendship. Should none of these settings appeal to your group, they are perfectly free to make up their own. In time, more settings will be released by Sheath Studios that can be used with the core rules presented here.

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Lamina





The city of Lamina sits along the eastern coast of a vast continent known as Turth. The city is vast and sprawling, housing close to seven million people. Its streets are full of cars and skyscrapers, and its vast western stretch is a continuous stretch of beaches and luxury homes. Surrounding Lamina on all other sides is a vast stretch of farmland responsible for supplying the city’s population with food. Lamina is among the only place in the world that has reached the level of technology it currently possesses. The rest of the continent is mostly feudal lords and small kingdoms. These lords employ knights armed with rifles who ride motorcycles. Battles between these knights are furious but brief, as each side guns down their opponents. Only the wealthiest among the kingdoms can afford to buy such devices from Lamina and the other nations, and so knighthood is reserved exclusively for the nobility. As a sign of their noble ancestry, these knights still employ finely crafted metal armour covered with heraldic symbols. There are only two other places in the world as advanced as Lamina. The city-state of Veil sits far to the north, and is ruled by a union of powerful priests. Its culture prizes religion and spiritual pursuits, and often melds them with the sexual in strange erotic rituals. Its leadership is also its priesthood, who lead the people in their collective worship Placidandy 56

The sprawling nation of Westerth sits to the far west of the continent. This nation is far larger than Lamina and its surrounding lands, with a dozen or so major cities, but it is ruled by a powerful conglomerate of large corporations. These corporations manipulate and experiment on their citizens frequently, spreading propaganda and controlling the media to influence people’s minds. Almost every TV program is sexual in nature, and news shows are completely unheard of. Their goal is to create a society so addicted to pleasure and sexuality that it doesn’t care what its leadership is doing. So far, it seems to be working. Air and sea travel are the preferred method of travelling between these disparate regions, as there are no major roads connecting them. A trip to Veil takes a day by sea and four hours by air, while Westerth takes a week by sea, going around the bottom of the continent, and a day by air.

Climate

Lamina sits near the equator of its world, and has a warm climate. Summers are hot, although rarely humid, and winters are cool. Snow is rare, although when it happens it is a cause of considerable disruption. The predominant wind is from the sea to the east, and the city is occasionally buffeted by strong sea-born storms from the ocean.

Regions of Lamina

sexual pleasures. When a child reaches a certain age, they undergo a change. Their body begins to shift, growing rapidly and developing secondary sexual characteristics. They quickly shift from a child’s body to that of an adult, over the course of only two or three yeas. The first blush of sexual feelings happen during this time, often completely overwhelming the individual. Many people can tell of their first sexual feelings, when they jumped on the nearest person available or jerked off in front of their peers. These moments are often looked back on with laughter rather than remorse, signalling the beginning of the good things to come. Despite reaching physical maturity so quickly, the youth is not a true adult. Mental maturation doesn’t happen for several more years, leaving the individual lacking in emotional judgement and reasoning. Still, anyone who has undergone physical maturation is legally able to consent to sex. These years are a time of exploration for most people, as they try out many different things and see what suits them and what does not. Among the most important experimentation is sexual, as the youth explores their new body and its capabilities. Most people experiment with partners of different genders and characteristics in order to find out their sexual preferences. Where they had little to no interest in sex before their maturation, they now find that a whole new field of possibilities has opened up to them. Most people dive into their first sexual years with abandon, eager to experience and feel everything they can. Youth lasts for between five and eight years, depending on the species and individual. At its end, the individual enters into adult society. Whereas youth is a time of exploration, adulthood is a time to build on what they have discovered. Knowing their preferences, the adult can build lasting relationships and connections, and can function as a productive member of society at the same time. Adults typically remain in peak physical condition for fifty to sixty years, after which there is a slow decline into old age. Most people live another twenty to thirty years after entering old age, and keep most of their physical capabilities until the very end of their lives.

Lamina is a sprawling city, and contains many regions and unique neighbourhoods.

The Seaboard

Stretching along the city’s eastern edge is the seaboard. This is a continuous strip of beaches bounded by surf shops and luxury homes. A bit in from the beaches themselves are vast market streets full of foot traffic and food vendors. The seaboard is home to a thriving surf culture, with its own unique views on the world. To the surfers, life shouldn’t be taken too seriously, relaxation and fun are the only goals worth pursuing, and sex can easily be traded for other goods and services. There are many movies and other stories about newcomers to the seaboard being taken in by surf culture and taught how to relax and enjoy life, often with many sex scenes on the city’s beaches.

Lower Side

The city’s southern tip, past the Overpass, is the region formally called Rockpass, but commonly known as Lower Side. The houses here are small and poorly maintained, and crime is rampant. At least two crime syndicates operate out of the region, running illegal prostitution and gambling dens. Despite the harsh circumstances, some of the city’s most famous artists and performers have come from Lower Side, and the region has a thriving artistic culture that struggles to make a name for itself in the broader city.

High Side

In the city’s northern end, the land slopes up and becomes a high ridge. Along this ridge are built the mansions of the extremely wealthy. The region is full of tree-shaded parks and luxurious private estates. The people here rarely interact with those who live in the city below, preferring to form their own close-knit community. There, amid lavish splendour, the rich throw their private orgies and sorties. The families that own property here have owned it for decades, and outsiders have little hope of breaking into their insular society.

Education

The Clusters

Education is of paramount importance to the people of Lamina. All citizens are entitled to a free, government-sponsored education that lasts until the end of youth. Some wealthy citizens instead send their children to various private schools, but most people attend conventional government-run schools. From a young age, children attend Basic Schools, also known as First School. First School does not segregate children based on age. Rather, it groups them into broad bands of maturity known as grades. Children of many different ages occupy the same grade, grouped together based on intellectual and social maturity. Education becomes progressively more serious in each higher grade level. At the lowest grades, children play games and perform artistic tasks. These games teach children how to follow rules and interact as groups, along with basics of letters and numbers. At middle and higher grades, children learn basic language and mathematics, along with singing, dancing and hunting.

Stretching out from the north and west sides of the city are vast residential neighbourhoods known as the Clusters. This region houses fifty percent of the city’s population, who must commute to and from work each day via the city’s many internal highways. There is something of a cultural split between residents of the Clusters and people from the city’s core. The core-dwellers view Cluster folk as complacent and overly conservative, while Cluster people view inner city residents as rebellious and uncouth.

Life in Lamina

The people of this world recognize three stages to life: childhood, youth and adulthood. Childhood is the first stage of life, during which the individual grows and learns the basics of living. People remain children for ten to fifteen years, depending on their species. Most people of the city regard children with a certain amount of pity, as they are too young to engage in or appreciate

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Children remain in First School until they undergo maturation, which is at a different age for each individual. Once the teachers notice maturation beginning, they will arrange for the student to be transferred over to the next level of education. These transfers can only happen at designated points in the year, in the spring or fall, resulting in some students having to wait several month from their first blush of sexuality until they can enter into an institution suitable to them. Youth go to Advanced Schools, known colloquially as Second School. In them, classes on mathematics, language and history are interspersed with ones on sexual practices. These courses instruct students on various sexual techniques and positions, as well as how to properly please a partner using all of them. This knowledge is considered essential by society at large, and is a requirement for anyone to be taken seriously on the job market. Many of these courses use hands-on demonstrations, usually with volunteers from the audience, and then break into group work where the students practice what they have learned on one another. Classes are divided along lines of sexual orientation. Homosexual students are grouped with the same gender, while heterosexual students have mixed classes. Students who are unsure of their orientation are encouraged to attend multiple classes until they find one that suits them. Students are guided by these institutions through the process of maturity, taking courses on managing desires and dealing with sexual urges. Most importantly, a student’s studies show them how to hone and control their instincts. Without this education, all pretense of civilized society would be impossible, as people would follow their instincts blindly and mate in the middle of the streets. Discipline in these institutions is important. There are some rules that always must be followed. No sex with a non-consenting partner is the most important, although rarely needs to be enforced, as most youth are eager for new experiences. Far more often, students are brought before the principal for jerking off in class or having sex in the middle of a non-sexual lecture. The principal of an institution has full discretion when punishing offenders, and most are willing to show leniency for first offences, especially if the offender gives them a blow job in their office. Common penalties are being barred from sexual courses and public humiliation, normally through nude spanking. There are no rules stating that teachers cannot have romantic relationships with students, although it is generally considered in bad taste Most students are not mature enough for a truly adult relationship, and romance between student and faculty typically ends poorly. Still, many teachers are known to have flings with students. Some are even rumoured to award better grades to those who please them sexually Students are not allowed to have sex in the hallways of Second Schools, for safety reasons. The students have found many creative ways around this. Bathrooms are a favourite place to fuck, along with little-used stairwells and the occasional supply closet (although this typically takes getting on the caretakers’ good side somehow). Some students arrange orgies in the changing rooms

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or disused classrooms, with invitations only given to their group of friends. The sports teams are notorious for arranging gatherings like these, and getting an invitation to one is considered a sign of one’s popularity and status within the school. There is no set length a youth spends in Second School. Some spend only two or three years there, while others spend a decade. Leaving requires two things. First, the student must have five teachers sign a letter of maturity. Getting a teacher to sign a letter requires demonstrating to them sexual skill and prowess, as well as the ability to resist one’s urges. Second, the student must pass an exit exam, which tests them on the knowledge they have gained in their academic career. Upon meeting both of these requirements, the student can attend the annual graduation ceremony and is eligible to attend the next level of schooling. Not all students go onto the next level of education. Some take on an apprenticeship or go into their family’s business. For those with the funds to afford it, the next state of education is Third School. With the entry into these schools, everything becomes more complex. No longer can one simply proposition another student and make love. No longer are there classes solely devoted to having sex. Now, there are complex games of courtship and romance to be played. Lovemaking comes with an assumption of relationship, of commitment of some kind, and there are always strings attached to even the most simple of flings. Sex is no longer taught in classrooms, so the students must find ways to satisfy themselves out of class. This leads to many students forming small societies and groups, where the members’ specific tastes can be satisfied. Entry into these groups is difficult, normally requiring knowing one of the members personally, along side a string of sexual favours to the group’s founders. Most new members of these groups are expected to bow to the desires of the more senior members, fulfilling their betters’ desires before their own will be filled. Students at Third School often live in dormitories with many other students. There is a hidden language used within these dorms. Closing one’s door shows that one wants privacy, and it’s considered extremely rude to burst into another student’s room without knocking first. Leaving one’s door open a crack indicates that one is open to people dropping in for sex or to talk. Leaving one’s door wide open indicates that one wants observers, not participants. Most dormitories have one or two dorm sluts, people who offer their bodies freely to everyone in their dorm. People become dorm sluts due to an uncontrollable love of sex, and are often values quite highly values by their peers. No one wants to see their dorm’s slut have a hard time and be unable to put out, so most people are willing to help their slut if they ever need it. Most dorms hold parties on a regular basis, and the dorms’ slut is often the centerpiece of the event. The education at these institutions is of a more academic nature. Sex only comes up in class rarely, and mostly as an academic subject.

College of Community Studies

around their neck. Participating in Nude Day is not mandatory, but is viewed highly by the faculty and is likely to improve one’s marks. The school also places a great deal of pride in its athletic prowess. Athletes from CoCS are among the best in the city, and are often chosen to become professional competitors. The school doesn’t advertise this, but it has a secret formula for fostering comradery among its athletes. Starting a few weeks into training season, the school starts keeping its athletes late after practices. The coach gives all of the players potent aphrodisiacs and then leads them to make love to one another in the changing room. These orgies continue until playoffs begin, as which point they become rewards for good play. Should the team perform well, even if they don’t win, they’ll be treated to a post-game orgy by the coach. Should they not hold together or turn on one another, the orgy will be cancelled and everyone goes home. The school also offers a matchmaking service for its students. Applicants can place request for a night, a date or a relationship, along with any special interests or preferences they have, and a team of matchmakers try to connect them with other students (or occasionally faculty) who meet their needs and desires.

One of the city’s two Third Schools, CoCS is geared to practical and hands-on learning. Its most popular programs include construction, nursing, engineering and professional courtesan training. Unlike its rival Verpa, the College still offers courses on sex. It used to be that only students in its courtesan program could take these courses, but they school has since found that student morale is boosted considerably by allowing everyone to take them. The college is known for its inclusiveness. Students here are welcoming and open, a rare trait in a Third School, and are expected to look after one another. Newcomers are quickly taken under the wing of older students, and are often introduced to their group of friends. The College is also remarkably open about sexuality. Students are explicitly permitted to make love in side hallways and unused rooms, and teachers are more than welcome to sleep with students so long as it doesn’t interfere with their job. The College is a single vast, sprawling building with many additions and branching hallways. It has three dormitories for its students: shale, clay and granite. Students are matched with roommates based on their sexual preferences, with the hope that they will become lovers and help one another through the often difficult years of study that lie ahead of them. Granite is the smallest and oldest building, and is steeped in history and prestige. Only upper year students can stay there, and most get to select their roommates ahead of time. Shale is the largest dorm and includes its own dining chambers. It’s not widely known, but the building has a hidden basement that can be accessed through one of the supply closets. The current dorm representative has a deal with the janitorial staff where she exchanges sexual favours in exchange for a spare key to the closet. She offers the key in exchange for a favour she can call in later. The same representative also runs her own sex-service business on the side, trading sexual favours among students and setting up couples she things will work together. Students often use the basement room for orgies and parties. Clay dorm is middle sized and has a large common room on each floor. People can be found making love in the common rooms at almost all hours of the day and night. Clay is notorious as the party dorm. Most nights sees it full of music and aphrodisiac-chugging students. These parties inevitably descend into massive orgies in the common rooms. Clay has the most open doors of any dorm, and its students are renowned for their willingness to experiment sexually, although the large doses of aphrodisiacs they consume regularly probably contribute to this reputation. The College values community very highly and arranges many large gathering and events to foster collective spirit. Nude Day is one famous example. In order to make the new students feel at home, each one is assigned an upper year student for a day, of a gender and orientation of their choosing. The older student is expected to follow the younger one’s instructions for the day, taking notes while in class and performing sexual acts while not. The catch is, they must spend the whole day nude, save for a bell worn

Verpa University

The most prestigious school in Lamina is Verpa. It is an ancient institution with a long history, and has played host to some of the greatest minds the city has ever known. Most major scientific and academic advances of recent years have been the product of the school. Verpa is well aware of this, and expects each new generation of student to live up to the standards set by their predecessors. Students here are under constant pressure to succeed, but at the same time, have access to resources the likes of which others can only imagine. Unlike CoCS, Verpa focuses on pure academics and abstract subjects. It holds courses on philosophy, history, advanced math, classic literature and the sciences. Students at Verpa normally take a wide range of classes in their first two years before selecting a focus and spending the next three years pursuing it. The University has strict rules about romance between students. If it exists, it is to be kept out of public view. The university tries to maintain the appearance of a conservative institution, where old values still hold sway. The truth is far more interesting, however. All that the rules against public sex have done is force students, and faculty, to get creative. They make love in empty lecture halls, locker rooms and dorms. Some buildings are known to have clandestine rooms seemingly built for secret lovemaking, but the entrances to these are closely guarded secrets. Students often sneak out into the forests beyond the city for clandestine lovemaking. Students in the University often join exclusive groups known as fraternities. Joining one requires undergoing a strenuous initiation ritual. The ritual’s specifics are different from one fraternity, but normally require some sexual act on the part of the initiate. From then on, they are a member of the fraternity, and are normally expected to be sexually subservient to the older members.

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Adult Life

When an individual leaves school and enters into the adult world, the enter into a society with subtle rules and customs. There are many more rules regarding sex in the adult world. Nudity is not allowed in public, save in designated parks and recreation centers. People are expected to keep their sexual desires to themselves while in mixed company, and jumping someone is completely out of the question. This does not mean, however, that adults have less sex than youth do. If anything, they have more. They simply have more hoops to jump through before they can make love. Relationships become of paramount importance in adult life, and most adults have networks of friends and partners they can call on to satisfy their sexual needs. Also important in adult life is the notion of a life partner. At some point, most adults start to desire something more than just sex. They want someone they can share their life with, someone who they love. The pursuit of romantic love is a central theme of the city’s art, music and cinema, and factors heavily into its philosophies and core ideals. Most relationships adults have are non-exclusive. In a society so focused on sex, it’s difficult to only sleep with one person for the rest of one’s life. Most life partners expect that their significant other will have flings with friends, co-workers and others. Most people expect that their partner will keep them informed of their other sexual activities, and keeping a relationship from one’s partner is viewed as a significant breech of trust. Most partners develop groups of friends who they sleep with on a regular basis. These groups become very close-knit, becoming something in between friends and lovers. For the most part, these groups are fairly stable with people rarely joining or leaving. Adding a new member to one’s circle of acquaintances is considered to be quite an event, often celebrated with a party and an orgy afterwards. Losing someone from one’s circle can be a traumatic event and is rarer than adding people. Mostly, people only leave friend groups because of intense differences of opinion or death. People often look outside of their ring of acquaintances when searching for a romantic partner. It’s considered unwise to go out with someone from one’s circle of friends, as it risks ruining the friendship by transforming it into something else. The city has many matchmaking services available to its residents, including dating websites and in person programs. Some people don’t maintain a consistent friend group, instead drifting from one group to the next. These people are known as wanderers, and are often viewed as mysterious and romantic, if also aloof and hard to communicate with. The movies and plays of the city are full of stories where people take a wanderer into their circle for a night, pushing the group out of their comfort zone both sexually and emotionally. Wanderers are known to frequent certain bars in the city’s downtown core, and a few establishments even maintain a board where wanderers can advertise their presence to other groups.

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A rare few people maintain no group of friends but do not wander. These loners as they are known either prefer their own company or cannot get along well with others. Either way, loners are looked at with mistrust and suspicion. Most people assume that there must be something wrong with a person for them to not have a friend group, and sometimes they are right. Being a loner can negatively impact other facets of a person’s life, such as their likelihood of getting a job.

Business

The world of business is not divorced from the world of sex. Rather, the one is contained within the other. Professionals at work must balance their responsibilities with their lusts, getting things done while still being true to what they desire. Work life presents a minefield of potential conflicts, but also a cornucopia of potential opportunities. If an individual can navigate the risks of inter-employee lovemaking, stay on the good side of their boss and still manage to get something done, they can reap tremendous rewards from the world of business, both sexually and financially. The job application process often involves the exchange of sex. Interviewers frequently ask their prospective employees to strip and demonstrate their sexual skills, frequently with blow jobs but sometimes with full on intercourse. Good sexual skills are thought to come with general competence and a likable personality, and most employers are loathe to miss an opportunity to get to know their new employee better. Members of a company often compete to work as interviewers. Romantic feelings between coworkers are relatively common. Most people go into a new job knowing that they will make new friends. These relations frequently don’t go beyond the workplace, with the participants staying after closing for made-up reasons and then making love next to the water cooler. Staying for ‘after-hours business’ is a common euphemism for having sex in the office after it closes. It’s never outright advertised, but bosses frequently have sex with their workers. In some companies, employees are expected to service their bosses as part of their work. More commonly, bosses have sex with employees on the side, picking one or two favourites among their employees to invite to their office for ‘private discussions.’ Employees looking for a raise often try to seduce their bosses, and as a result most managers look for resistance to seduction in employees they promote. Some bosses use these sexual trysts as rewards for hard work, aiming to satisfy their employees and encourage loyalty to the company. Others see these liaisons as a means of asserting their dominance over their employees, and select from potential employees based on their willingness to submit. Some bosses offer sexual incentives to their employees. Sometimes, those who exceed productivity goals are treated to an afternoon with a courtesan, or a group of them. Other times, whole departments are granted sexual parties, with cake, erotic dancers and lovemaking.

Common Professions

Therapists

Life in Lamina is not without its pressures. Be it the demand to perform at work, problems with a member of one’s inner circle or feelings of spiritual doubt or alienation, city life has many difficulties. To help citizens deal with these and other personal issues, many offices and private clinics employ trained therapists. These therapists make use of a combination of talk and sexual therapy. Most sessions start with the therapist and client talking about the client’s troubles and emotional state. Then, the client and therapist undress and move into a designated sex chamber. There, therapists use techniques borrowed from the bondage arts to aid their clients. Through roleplay, submission and restraint, they are able to get at deep seeded emotion blocks within their clients, which are then released through bouts of laughter or tears. These roleplay sessions often borrow from the issues brought up earlier by the client and factor them into the characters and scenarios presented. For example, if the client brings up how they feel inadequate at work, the therapist may take on the roll of their boss and run them through a variety of sexual situations involving their workplace, with the goal of accessing deep-seeded emotions in their client. These sessions normally end with the client and therapist having sex, both to provide a catharsis and to release any sexual tensions brought up by their roleplay. Despite its effectiveness, therapists in Lamina have something of a negative reputation. They are rumoured to employ strange techniques like humiliation and masochism in their treatments. Going to see one is often seen as a sign of weakness, even if it is desperately needed. At the same time, there are some vocal supporters of therapy, particularly from people whose lives have been changed by therapeutic techniques.

Courtesans

Unlike in many other parts of the world, professional prostitutes in Lamina are held in high regard. The erotic arts are viewed as a legitimate and essential role in society. Many other professionals offer sex to their clients, including dancers and entertainers, but courtesans offer something more than others do. They know how to read what their clientele really want, even if their clients never come out and say it. They know how to create feelings of intimacy and urgency, creating an emotional landscape for their clients beyond simply appealing to their lusts. But most of all, they know how to give vast quantities of pleasure, an act often likened to magic by the city’s inhabitants. There are several high-priced escort services in the city, and countless brothels and strip clubs.

Construction Workers

Construction workers perform a physically demanding job. They work hard, lifting construction materials into place and operating heavy machinery. All of this labour only serves to build up their desires, as the testosterone coursing through their veins slowly strips away rational thought. After a long day of work, construction workers who don’t have a spouse to come home to often retire to a bathhouse for a night of fun. Even those who do have a spouse often join their coworkers anyway. As most construction workers are male, newcomers to the field are expected to be at least bisexual, if not outright homosexual, in order to fit in. The construction worker who only likes women is going to have a hard time indeed. Most construction workers sleep with their colleagues on a regular basis, to the point that their circle of friends and their coworkers are the same. This makes groups of construction workers quite insular, as they both work and sleep with the same people. Construction companies have long since realized that keeping groups of workers together vastly improves morale and productivity, even if the overseers do occasionally have to break up orgies.

Lifers

While not technically a profession, a number of people in Lamina live as what are called lifers. These are people who have turned their fetishes and preferences into a way of life, living as the permanent dom or sub of someone else. This arrangement can take all manner of forms, from someone being someone else’s live-in pet, toy, slave, or master. Crucial to these arrangements is the fact that one member of the partnership has a job and financially supports the pair, while the other exists solely to satisfy the sexual and romantic needs of the other. Some lifers are shared between groups of people, who pool their resources together to support their collective partner, but most are the slaves or masters of one person in particular.

The Police

The police of Lamina face a difficult task. They must maintain order among a rowdy population of many species that prizes sex and has a healthy sense of entitlement. In response, the police are close-knit and authoritarian. The hold themselves to be the sole force of justice keeping the city from dissolving into animalistic chaos. They’re not entirely wrong. The people of Lamina believe in a concept called sexual discipline. The idea is that sex has the power to reform wrongdoers, especially rough sex with a dominant partner. Police are trained in sexual discipline, and have license to administer it as they see fit. When someone commits a minor offence, such as shoplifting or graffiti, police often demand a sexual contrition from them in leu of writing them up. This normally takes the form of oral sex, with anal being reserved for repeat offenders. Female police officers often carry strap-one for just such purposes. Weather sexual discipline has any actual reformative effect is hotly debated by researchers at Verpa, but it remains a core part of the city’s culture nonetheless.

Travel

There are three main means of travel between Lamina and the other main cities: train, boat and plane. All three of these methods are seen as something of a luxury, as travel to other cities is almost always on vacation. The only people who travel regularly are businesspeople. They often have special deals with travel companies, who provide them with personalized service and better accommodations.

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All three of these travel methods employ attendants trained in the sexual arts to service passengers mid-journey. Airlines in particular are known to employ specialized attendants to see to their passengers sexual needs. As air travel is the most boring of the three means of travel, airlines compete to provide the most engaging in-flight entertainment. Airlines can be grouped by what kind of sexual taste and orientation they cater to. Red Rouge is notoriously male homosexual, and is known for its flamboyant attendants and outrageous in-flight sex shows. Some straight people fly Rouge simply for the spectacle. North Wind airlines cater to a wide range of tastes by keeping their airlines stocked with attendants of all genders and persuasions. They are also known for their spacious lounge rooms, which passengers have free access to during the flight. Gold Cross is a luxury airline known to cater to the rich and influential. Rather than have a group of attendants to see to all its passengers, Cross asks each passenger for their sexual preferences and pairs them with an attendant just for themselves. These attendants are rigorously trained and are drawn from the ranks of the city’s top courtesans.

Culture and Recreation

The people of Lamina enjoy a wide array of leisure activities. The city produces many luxury goods, and has a highly developed and complex culture.

Aphrodisiacs

Alongside alcohol, the people of Lamina love to consume aphrodisiacs. These are often taken as mixed beverages or in flavoured drinks. There are entire industries devoted to making good-tasting beverages laced with lust-inducing compounds. Aphrodisiacs are rated by potency, on a scale from one to one hundred percent. A ‘hard’ drink contains fifty percent or more aphrodisiac content. Drinks rarely run higher than seventy percent, as it’s difficult to make them taste appealing at that high of an aphrodisiac content.

Sex Parks

The city maintains a number of vast parks both within its boundaries and out in the wilderness. Some of these parks are designated as sex parks. They are separated from the rest of the city by high walls. Access to the park is through locker rooms located at regular intervals. There, people can leave their clothes and other belongings and enter into the park nude. Once within the park, all rules and social conventions are forgotten. Sex with complete strangers is common, as are impromptu orgies. These parks contain many cushioned benches and tables. In general, sitting down on a bench is an open invitation for someone else to join them and make love. Sitting on the left side of a bench indicates the individual is looking for a woman, the right side indicates they are looking for a man, while sitting in the middle shows that they can go both ways. These parks are patrolled by park rangers armed with whistles and flares. Should someone cause trouble, the ranger has complete discretion to deal with them. This often involves escort-

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ing the trouble maker to the nearest exit, along with a fine. Like with police, a sexual favour can often stay a ranger’s hand, although rangers are known to be quire eccentric, and often require strange actions from their captives. Rangers normally wear nothing but their utility belt and a vest, to suit the atmosphere of the park.

Beaches

The city’s eastern boundary is composed almost exclusively of beaches. These are popular hangouts for the city’s people, who enjoy swimming, surfing and sunbathing. Some of these beaches are clothing optional, where people can wear as much or as little as they like. These beaches are frequent sites of orgies and sexual parties, and are generally off limits to children.

Clubs

The city’s unofficial pastime is attending raves and dance parties. These events are full of loud music, bright lights and glowsticks, which the venue often provides for its clients. The city’s downtown core is packed with block after block of dance club, with more opening on a regular basis. Some of these clubs are exclusive venues, with lists of guests to be allowed entry. There are many ways around these lists, however. Most bouncers are willing to let someone in exchange for a quick blowjob, provided it’s good enough. More upscale clubs distance themselves from the roaring music and frenetic energy of other venues. They offer a relaxed atmosphere for businesspeople and the well-off to relax in, with just enough music and light to set the venue apart from the outer world. These venues often employ skilled dancers to put on performances, and most also offer them as escorts to well-paying clientele. In all of these clubs, drinks are served spiked with aphrodisiacs. More upscale clubs offer private booths or rooms to clients looking for a night of fun, while most simply allow people to have sex wherever they can find room, often in corners or the bathrooms. A few infamous clubs have floors lined with cushions, where people can drop down anywhere and fuck. A few clubs go even further, enforcing a no clothing policy. These are places of raucous sex and music-filled orgies every night. Other clubs, known as fetish clubs, take sexual expression to its utmost extreme. These are places where even the most unusual and unique taste can be expressed, and everyone is expected to be accepting of everyone else’s kinks. These clubs are looked at with a combination of curiosity and trepidation by most people. People frequently go to them simply for the stories they can bring back to their friend group.

Sex Ranches

The vast stretch of plains that surround Lamina are normally used for farmland, in order to feed the city’s vast population. There are some tracts of land, however, that are used for an altogether different purpose. These are the city’s famous sex ranches, where people can go for weekends of raw lust and passion. The ranches are full of people who are trained to offer any sort of sexual service that their clients can imagine. What’s more, the ranch’s clients have unlimited access to the ranch’s workers for the duration

lovemaking, and some people consider themselves to be connoisseurs of the genre, never making love without a soundtrack.

of their stay. These ranch workers, or stock as they are commonly called, have a unique reason for being where they are. All the various races of the world have their own set of instincts, including most notably the instincts to mate. The city’s education teaches people how to regulate and control their instincts, so that they can go on to become functioning members of society. Some people, however, find that they just can’t control their drives, no matter how hard they try. These people never move past First School, as there is no way they could cope with the pressures of a more advanced institution. Were they to be released into the general population, these people would cause no end of problems. They would try to have sex with anyone who caught their fancy. What’s worse, with their lack of education would prevent them from ever attaining anything but the most menial of jobs. That is assuming, of course, that they could ever ignore their lusts for long enough to apply for one. Rather than let these people pass into the general population, they are instead offered employment at a ranch. Most gladly accept, trading a normal life for one that suits their instincts perfectly. At a ranch, they don’t need to restrain their instincts at all, and in fact are encouraged not to. The people who visit ranches typically prefer the sex to be wild and untamed. When they arrive at a ranch, the new stock are given extensive training in all manner of sexual positions and techniques. The ranch’s employees train them non-stop for several months, before releasing them into the ranch’s general population. Once there, the stock have free roam of the ranch’s property and can sleep with whoever they want, whenever they want. Beds and food are provided for them, and all of their material needs are taken care of. Most have days off where they can go into town and spend the money they make, but few ever leave the ranch to do so. When not having sex with visitors, and on days when the ranch is closed, the stock spend most of their time sleeping with one another, and the ranch’s owners, when they feel in the mood.

The Military

The city is not without its enemies. Bands of bandits raid the western fringes of the city, rebels brew secret plots in camps within the wilderness, and the feudal kingdoms sometimes think that they can attack outlying areas and get away with it. To combat all these threats, Lamina employs a formidable military. The soldiers of Lamina are one part military, one part knight and one part lover. All of these skills are necessary to succeed in the battles that they will find themselves in. Soldiers go through several years of training before they are allowed into the field. They are given a diverse education, including training in physical strength and endurance, seduction and sexual skill, and all-important willpower. They will need all of these traits to succeed in the field. Among the most important things soldiers learn is obedience. Loyalty and rule-following are reinforced from the beginning to the end of basic training, and are expected in the field at all times. The primary means of teaching obedience is sexual. During training, soldiers are frequently dominated by their superiors, required to perform all manner of sexual acts and services. This continues, alongside training in chain of command and obedience, until the soldier doesn’t even think to question or hesitate. Only then can they graduate to the field. Despite the prevalence of guns and other advanced weapons, the military of Lamina still makes use of swords and spears alongside rifles. This is for two reasons. The first is tradition. The soldiers of Lamina have always been trained in the use of closeranged weapons, and no one wants to change a time-honoured method. The second is practical. Most of the enemies the city faces, particularly the wilderness kningdoms, fight with old weapons like bows and blades. The kingdom’s favourite tactic is close-range ambush, which renders long-ranged weaponry less useful. Only by fighting in close quarters can soldiers hope to win. Once they graduate from basic training, soldiers are assigned to fighting units known as bands. Each band has between five and ten people, and are expected to function together as a cohesive unit. Bands are selected based on mutual sexual attraction and personal compatibility. The bonds between band members are extremely strong, held together by frequent sex and other intimate activities. Military supply lines carefully ration aphrodisiacs to bands, ensuring they have nights of abundant pleasure and that their bonds are kept strong. Some bands become known for a particular combat style or expertise they employ, and are promoted to the position of specialist. Specialists are employed on more difficult missions or are put in the field alongside regular bands as advanced support. The famous movie, Tale of the 45th, depicts the struggles, relationships and sexual encounters of one famous band who was stranded in the wilderness and had to find its way back to civilization.

The Arts

There is a thriving artistic community in Lamina. Movies are popular among the people of the city. Many movies have strong sexual themes. Sex on screen is viewed as a perfectly valid form of artistic expression, and is given the same respect as a well-choreographed action sequence or well played humour. Pornography is a popular genre, although it has many subtle variations that fans are quick to point out and debate. Porn actors often enjoy the same level of fame and renown that actors in other genres do. In fact, most of the city’s major celebrities are known for their sexual works. The streets of the Seaboard are crawling with wannabee actors looking for their big break, and willing to show off their sexual talents to anyone involved in the business. Music is extremely popular among the people of Lamina. Bands tour the city’s various districts and play large concerts in parks and public squares. One of the more popular genres is bedroom music. This is music specifically designed to be played during

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Religions

There are three major religions in Lamina: Unitism, Technicarum and the Fetish Collective. Unitism teaches that all things are ultimately one thing, and that all separation is an illusion. They are the most popular religion in the city, and their services are widely attended. A few times each year, during the church’s holy days, the various churches hold sacred orgies for long-time members. In these events, the church tries to recreate divine union through union of flesh. These events are invitation only, and normally require making frequent donations to a church to be invited. The Technicarum is a new religion, having sprung from the city’s rapidly advancing technology. The Technicarum, also known as the Church of Machines, teaches that the future is sacred and that technology is the path salvation. Meetings of the church are typically small and close-knit, with members all holding equal status to one another. Members of the Technicarum often heavily modify their bodies with piercings, additions and dyes, trying to make themselves more like the machines they revere. One religion that remains relatively unknown is the Fetish Collective. It’s an insular cult that teaches that, through extremes of fetish, bondage and sensation, people can attain divine states. More mainstream religions claim that the religion is dangerously extreme, but its adherents are doubly devout in their defence of its teachings.

Sample Characters

Below are a few sample characters from Lamina that can be used in your games.

Scaramouche

It’s always late at night when he shows up – after most places have already shut down and only most seedy of dive bars are still burning the midnight oil. The smell precedes him, a vaguely dank, pungent odor that tends to confuse and intrigue those who’ve never come into contact with it before – and frighten away many who’ve had such misfortune before. In he comes like low tide, washing away the refuse and riffraff alike. Anything that’s leftover is fair game – a half-eaten sandwich, a glass left on the bar that’s mostly backwash by now, a smoldering cigar left by someone that knows better, he comes and consumes them all without a second glance, often downing things that aren’t even remotely food as he goes. But his hunger for all the worlds vices does not end with mere consumables. That’s when his gaze turns upon whoever’s left – those poor unfortunate souls not savvy or sober enough to vacate. They’re fair game. The musk-drenched gnoll does not discriminate. He’ll take any gender, any size, any shape. All it takes is a warm body to get his rocks off – and even that much seems optional. His flirtations are both blunt and brief. He’s here to fuck, and if you linger, you’re in luck. The ragged-looking beast offers a toothy grin to any foolish enough to abide by his machinations. Most are in for a surprise – not judging from such a flat chest just

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what they’re in for. Oh how he delights in surprising them with that moist, hairy mound his sports downstairs, though the fragrant aphrodisiac it allows him to produce is often the lure that pushes folks over the edge towards him in the first place, often able to reach individuals who wouldn’t otherwise give him the time of day. Top or bottom, here or there, he doesn’t seem to care – as long as sex commences rapidly and repeatedly, exhausting every last bit of stamina from anyone he can ensnare, using that thick tongue to work wonders, and using every last hole on his body (even those not meant for such a task) to harvest as much pleasure as possible – that nasty prince of hedonism never satisfied even after the last drop. Beyond that foul fragrance that adorns him and lures in his nightly couplings, many are soon surprised to learn of the other strange property his body possesses – any masculine member that does penetrate his pussy, with each and every thrust loses a small amount of girth and length, yet is paradoxically driven to continue thrusting further with more intense sensations each time, until at the apex of their release, they’re left with a plump and juicy set of netherlips of their own where those bits once stood. Thankfully such exchanges are temporary, but can be quite shocking to those unprepared for their emergence. While the gnoll drowns himself in what seems an endless ocean of decadent decay and bliss, night in and night out, his existence is not a fulfilling one. He never seems to connect on more than a primal level with any he couples with, save for a select few – instead moving from place to place, only seeking the basest of pleasures to sustain him for a little while longer. He seems to be utterly without limitations to his depravity, but thus cannot grow, cannot experience new things. If you were to ask him about his sorry state, he’d laugh it off, claiming he couldn’t care less about his predicament. He wants to experience as much pleasure as he can in this life, and finds this particular lifestyle to be the best way to fulfill his quest, and to spread pleasure to others while he’s at it. Even if he himself never seems to connect or grow with those he encounters, often he will awaken something within them – his propensity for pushing people beyond their normal limitations serving as a dynamic catalyst capable of awakening new kinds and outlooks in a startlingly high number of those he encounters. So, what will he awaken in you? Female Gnoll, Male Identifying Personalities: Rowdy, Eager, Reckless Skills: Athletics +1, Grapple +2, Lick +2, Thrust +2 Assets: Speed +2, Muscle +2, Ass+1, Vagina +2 Traits: Anal Control, Natural Alchemy (Weak Aphrodisiac Musk), Natural Alchemy: Vaginal Contact Mutagen (Replaces Cock & Balls with Vagina), Swift Pregnancy, Vaginal Control. Flaws: Creed (Hedonism), Lustful, Rut (All Seasons) Bonds: Opa (Rank 2) - Biological father and fellow gnoll that raised him, a pervy old man who’s constantly amazed that his son’s managed to surpass him in even that regard. Scar (Rank One) - Other biological father (long story), aloof lon-

er gnoll with a chip on his shoulder, has trouble connecting in a meaningful way with the son named after him. Magnus (Rank One) - Overweight DILF schoolteacher maintaining a budding romance with the gnoll, curious about what makes him tick. Preferences: Strong Intersex: Extremely attracted to bodies that fall somewhere in-between on the gender scale, much like his own. Weak Masculine: Has a distinct preference for boys to break, especially more masculine builds who have more to prove. Weak Hypertrophy: Enjoys ‘em big as they can get, but not all the time - variety is key. Strong Corruption: Absolutely loves pushing boundaries - finding peoples limits and gently nudging to push them over into enjoying something they’d normally consider off-limits. Strong Aberration: Fixation on folks with multiple parts and/or bits where they don’t belong. Strong Depravity: Hedonistic glee towards indulging in the most foul and filthy behaviour possible. He always delights in finding new taboos to shatter. Limits: None Notes: The Gnoll race has the following characteristics. Traits: Claws, Tail, Fur, Acute Scent. Personality: Rowdy. 2 Bonus Points.

Myu

Myu likes to travel and to see the world. Her goal is it to see as many places as possible and as many people as possible Lithe Female Fox Personalities: Loyal , Shy , Submissive , Sly Skills: Touch +1, Perception +1, Knowledge +1, Fighting +1, Crime +2, Athletics +2, Lick +2 Assets: Paws +2, Speed +3, Tongue +2 Flaws: Hypnosis Traits: Claws, Tail, Fur (Blue White) Bonds: Nui (Rank One) - Biological Brother Preferences: Vaginal (Weak) Large Things (Strong) Oral (Weak)

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The Strain

The Impact

It’s the day after tomorrow. For all intents and purposes, it’s an ordinary day. People go to work, shop, eat. Global warming, poverty and armed conflict continue to grip the world. The world’s leaders continue to debate, make deals and perpetuate the status quo. No one predicts what will happen next. It starts small. A light is visible in the night, somewhere above Russia. It grows brighter as dawn nears the region, until a star remains visible in the early morning light. NASA and other organizations investigate, and find that an asteroid is heading on a collision course for Earth. The world’s governments scramble for a solution. Some propose hitting it with nuclear missiles, but the world’s scientists claim that doing so wouldn’t stop it. Mass evacuations are suggested, but no one knows where it will land, and so they are scrapped. Finally, the world realizes that it’s too late to do anything. It watches with held breath as the inevitable nears. The Asteroid enters the atmosphere at 6:15 Coordinated Universal Time, and the whole sky lights up. In a matter of minutes it breaks apart, careening toward the ground. The majority of the asteroid hits the Pacific Ocean. Within hours, tsunamis hit both the west coast of North America and the east coast of Asia. Massive casualties ensue. A large chunk hits the middle east, turning vast stretches of desert into glass and wiping out entire cities. Another, much smaller, piece hits Australia.

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Emergency and aid forces are mobilized to help the affected regions, but the damage is simply too extensive. Major cities receive some aid, but there are too many casualties across too wide a region. Millions die in the first 24 hours. Fires, famine and disease claim untold thousands more over the following weeks. Despite the damage, the world lets out a collective sigh of relief. It’s over. They’ve survived. But this is only the beginning. The asteroid was carrying something within it, an alien lifeform unlike anything known to science. During the asteroid’s descent through the atmosphere, the virus was spread far and wide. High altitude jetstreams spread it further, until it covered the entire planet. The first reported cases came from aid workers in the west coast of the USA. They claimed people there were coming down with some unknown disease that mutated its host in strange and unpredictable ways. However, with so few resources spread so thinly, no one paid much attention to them. Then came the first reported case outside of an impact region. It came from a hospital in Amsterdam, where an entire wing was stricken with a disease that accelerated hair growth and caused bone protrusions on the fingertips and toes. Within hours, similar reports were coming in from across the globe. Quarantine measures were established swiftly, but it was far too late. In the following days, the virus began to settle out of the upper atmosphere, and more people were infected. Cases started flooding in from around the world of strange mutations. The symp-

nation-states have begin looking to their neighbours with thoughts of conquest. No major wars have been fought since the Impact, but border skirmishes are becoming increasingly common, as states look to test one another’s strengths and look for weaknesses.

toms came on swiftly and without warning. People would be fine one minute, then start transforming. Within an hour their body was altered completely. There seemed to be little rhyme or reason to the mutations the disease caused. Some people gained fur, others tails, some gills and other still claws and fangs. What was worse, the disease had effects on the mind as well. People transformed by it gained instincts and urges, some extremely powerful. Most of these were of a sexual nature, driving them to mate and reproduce almost non-stop. Unprepared, many people lost themselves to their new drives, resorting to animal behaviour and losing all of their higher mental functioning. Some people were able to resist the urges and retain themselves, but they were in the minority. Society began to fall apart. Hospitals couldn’t begin to deal with the sheer numbers of infected, not that any known medication had an effect on the disease. Social structures and institutions broke down quickly, as the people who were supposed to run them went wild and abandoned their jobs. Feral mutants prowled the streets, jumping and mating with anyone they could find. Within a few months, most of society had collapsed. Governments shut down, and economies ground to a halt. A few places managed to maintain some semblance of order and stability, but they were few and far between. The rest of the world went dark, and remains so to this day.

The Phage

In the years since the Impact, what remains of the world’s scientists have studied the Phage extensively. They have learned a few things about how it functions, but not how to cure it, if such a thing is even possible. What they have figured out is how the virus works. Most viruses have a genetic code that they inject into the nucleus of cells. The cell then reproduces the virus’ genetic code, producing more viruses and destroying the cell. The Phage is different. It is a form of retrovirus, which injects its genes into host cells, not to destroy the cell, but to change its genetics. The virus then releases hormones that trigger rapid cell reproduction, causing wide-scale changes in the host’s body. The interesting part of the process is where the virus gets its genetic material from. Rather than having its own set of genetic coding, the Phage borrows genes from its hosts. As a result, the virus takes genetics from animals and then injects it into the cells of human hosts, causing them to gain animal traits. This is why people infected with the virus display such a wide variety of mutations. The Phage borrows genes from one species and then jumps to another, injecting them with the new genes and giving them the first species’ traits. Scientists have identified a number of distinct strains of the virus, each one deriving its genetic material from a different species or combination of species. For example, fox-strain contains fox genes and gives its hosts fur, a snout, pointed ears, claws and a tail. Bull-strain is derived from bovine genes and gives its hosts horns, hooves, extra breasts and a tail. There are hundreds of strains in existence, each one granting its host different mutations. Some rare strains give their hosts traits with no equivalent in the natural world, like metallic armour or rubber skin. Scientists are still trying to understand how these strains work. Although the Phage was airborne initially, most of the viruses have settled out of the air. There are still a few hot spots around the world where strains of the virus can be contracted from the atmosphere, but now most infection is through physical contact. The most common means of infection is through sexual contact. Contracting a strain that the individual already possesses has no effect on them, but contracting a new strain will quickly mutate the infected’s body to add the new virus’ traits. People can take on new strains throughout their life, adding new traits in addition to the ones they already possess. Children born to mutants bear the strain or strains their parents have, and are typically born already mutated.

Present Day

Ten years have passed since then. Now, the event has come to be known as the Impact. Although the cataclysm it brought is long over, the effects are still keenly felt. Everyone on Earth has been infected by the alien virus, now known as the Phage. No one has escaped mutation by it. Now, most people are hybrids of one of more animal species and human. People have gained fur, snouts, pointed ears, claws, hooves, horns, tails and any other animal characteristic imaginable. A rare few people have been infected but remain mostly un-mutated. These few have some sort of natural resistance to the Phage, although even they typically have at least one animal trait. There are a few areas that have managed to retain some degree of their civilization, although none have remained unchanged by the Impact and the Phage. Cultures and society have been completely transformed by the mutations and the instincts they bring. Every society that still exists has had to adapt to the new way of things, or it will tear itself apart from within. What this means is that most people have become increasingly open to their sexuality. While in the world before people could ignore their sex drive and be fine, now doing so is simply not an option. People need to express their instincts and urges on a regular basis, or they risk losing control of themselves and going feral. Now, ten years later, things have begun to reach a new equilibrium. The few societies that remain have had time to firmly establish themselves. Most people are cautiously optimistic about the future. They’ve survived the worst, and even if their lives have been completely transformed by the Phage, things are looking up. However, this peace might not last long. Some of the remaining

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The New World

A number of societies still exist in the modern age. Although most governments and economies collapsed during the months after the Impact, a few survived in some way. Most of these are simple tribal societies, where people live off the land and don’t try to restrain their instincts at all. These places bear little resemblance to the societies of old, looking more like ancient hunter-gatherer tribes. A rare minority, however, have managed to keep their old systems and infrastructure intact, and live lives much like the ones they had before the Impact, with the obvious exception that everyone is now a furred or scaled mutant.

New Avalon

Stretching across the easter coasts of what was the United States, from what was Washington to the ruins of Miami, is a singular nation known as New Avalon. Far from the tribal savagery of the surrounding wilderness, New Avalon is a thriving society rivalling the best of the old world. It is the world’s best hope for a bright future, or any future at all. Avalon is a shining beacon of civilization amid a world gone mad.

Leadership

New Avalon is, as far as most people are concerned, a democracy, carrying on in the tradition of the old United States. Every four years, the people of the nation vote on a new president, who then becomes the nation’s new ruler. The people of Avalon are proud of maintaining elections in such a turbulent world. But despite all appearances, the nation it not a true democracy. The president is in charge of all matters pertaining civilian lift, including taxation, infrastructure and legislature, but he does not have complete control. The real power in New Avalon is in the hands of the Avalon Defence Corps. This is a military body responsible for protecting the people of Avalon from all threats, both internal and external. During the years after the Impact, it was the Defence Corps who split off from the US military and stockpiled weapons and military vehicles. They were the ones who protected what is now Avalon from outside threats, and they were the ones who declared it a new sovereign nation when the dust began to settle. The Defence Corps hold the real power over events in Avalon. Their ruler, the Grand General, has the power to supersede any decision made by the president, and has complete authority to enforce or ignore laws as he deems fit. If they wished to, the Corps could declare martial law and take complete control over New Avalon. But the Corps know that the people will never accept them as rulers. And so, they so their best to allow the people their illusion of democracy. The General only supercedes the president when she deems it absolutely necessary for public defence, and does her best to make it look like it was the president’s decision all along. This has resulted in the ‘president’ making some unpopular moves, but the people generally assume that he’s simply being a politician. For their part, the people are mostly aware that the Defence Corps are powerful, but few realize exactly how powerful they are.

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The current president is a male grey fox name Alexander Kennith. He’s serving his second term, of a maximum of three. He’s a soft spoken and bookish individual, and no one thought he could ever win an election. But he did, and he has proven himself to be a capable and intelligent leader. The current Grand General is Maxine Gajos, a tiger of intimidating height and build. She has held the position for five years, ever since the previous Grand General stepped down and appointed her. She has proved herself to be a brilliant tactician, and her troops are extremely loyal to her, but most people in the public have no idea who she is. She dislikes this, and wishes there were some way she could claim credit for all that she does for the nation, but she knows this would call the Defence Corps’ power into question, and so it could never happen.

Life in Avalon

Avalon is an island of light and stability in a sea of darkness and chaos. Both the president’s cabinet and the Defence Corps work hard to ensure that the nation remains safe and strong, but most of this work goes unseen by the ordinary people. For the common people, life goes on much as it did before the Impact. People go to school, commute, work, play and relax, all surrounded by many of the luxuries of the old world. New Avalon has a functioning economy rivalling anything found elsewhere in the world. Its citizens have access to almost everything that the old world had. They watch TV, follow sports teams and celebrities, dine at exotic restaurants and generally go about their lives as normal. One notable change is the variety and quality of sexual products and services available. Sex toys are widely available, and nude clubs can be found in most cities. Asking someone to sleep with you is as common as asking them out for a drink, and most people have sex with a group of people on a fairly regular basis. Talking about sex is no longer taboo, and even friends casually sleep with one another on a regular basis. New Avalon is one of the only places that still has access to the internet. Over 80% of websites that existed before the Impact have been lost, but many new ones have been created in the time since. International communication is no longer possible, and most major social media sites have gone offline, but what remains is enough for the people of New Avalon the occupy themselves. It is also one of the only societies in America that still engages in international trade, frequently sending cargo ships to Europe and Asia for exotic goods and other luxuries.

Law and Punishment

For all its love of freedom and old world values, the criminal justice system in Avalon is far harsher than anything in the old world. Most crimes are met with severe punishments. Large fines are common, but imprisonment is relatively rare. Despite its luxury and stability, New Avalon is not a wealthy nation. It simply doesn’t have the resources to house and feed hundreds of offenders for long periods of time. Short jail terms are still used, but any criminal who gains more than ten years of jail time is instead exiled. Exile has become the most common punishment for severe crimes. The criminal is banished from New Avalon, sometimes for a period of years and sometimes for their life. Some particularly

notorious criminals are also branded with an X on their wrist, to show to everyone who sees them that they are an exile. Exile is far from a death sentence, but it does mean that the individual must spend the rest of their life on guard for attacks by the ferals who prowl the wilderness. One crime that needs special attention is failure to regulate instincts. In order to maintain order, the government of New Avalon has instituted punishments for acting on instinct in inappropriate ways. Children and teenagers are exempt from these laws, as they are assumed to be in the process of learning how to control their urges. Adults, however, are expected to maintain control at all times, or they face severe fines. If the loss of control is more permanent, the penalties are more severe. Someone who has lost control of themselves is first imprisoned for a time. Most people hope that the isolation and time will give them a chance to regain their human side, and in most cases this does happen. However, when the individual doesn’t regain their intelligence after a period of weeks or months, they are exiled to go live with the other ferals. This is viewed by most people as a harsh necessity, as ferals need to be kept separate from the rest of the population.

my quickly replaced the old currency system, and people took up old-fashioned trades like woodworking and blacksmithing. Over time, these settlements began to learn of one another’s existence. Travelling scavengers and traders told them about the others, and the more adventurous communities sent emissaries to their neighbours. Soon, networks of trade were established, and alliances were made. Feral mutants were a constant threat, and so the communities agreed to come to one another’s defence should one town be attacked. Over the years, these informal deals became solidified arrangements, and the farming towns linked themselves together into a fledgling nation. Now, the Republic, as it calls itself, contains more than thirty towns and is adding more on a regular basis. With their military might pooled together, they have been able to flush out most of the ferals from their territory. A few feral hives still resist them, but the roads are once again clear for horses and carriages to travel. By combining their economies together, each community has some degree of safety, as one bad crop isn’t going to inflict famine on them.

Leadership

The Republic is mostly democratic, although it lacks a singular ruler. Each community elects two people every few years. One is a mayor who will see to the community’s needs for the next term, and one is a representative who will be sent to the Council. At the Council, one representative from each community meet to discuss matters of importance to the Republic as a whole, and to vote on important matters. Despite the presence of the Council, each township remains relatively independent. They survived the Impact on their own, and if they wanted to, they could leave the union at any time and become an independent community again.

Childhood

It’s been ten years since the Impact. In that time, a new generation of children have been born, and are just beginning to enter into school. Also, children just entering into school at the time of the Impact are now starting high school. This is the first generation who has grown up as mutants. Children who are infected from a young age seem to have a much easier time controlling their instincts than people who were infected as adults. Children’s full instincts, especially the sexual ones, don’t come on in full until the onset of puberty, by which time they are used to being part animal. Many teenagers have moments where they lose control and resort to animal-like behaviour for a short time, but they normally regain control soon after. The education system has been redesigned with the goal of helping children to control their instincts. Sexual education is started as soon as children enter school, as are lessons in regulating instincts. Children are taught to never repress their instincts, as that will likely lead to a loss of control, but are also helped to develop strategies to deal with them should they become overwhelming.

Sample Communities The High-rise Commune

After the Impact, a number of people took refuge in a block of high-rise apartments. When the Phage hit, the city’s downtown region was mostly abandoned, leaving them to fend for themselves. The virus transformed the group into red foxes, and gave them a potent animal cunning. In the months that followed, they leaned to set traps for the pigeons that roosted in the buildings’ rooves and air conditioners. With a stable supply of food, the foxes went on to form their own community, gradually expanding into more skyscrapers. Now, the High-rise Commune covers twenty buildings, and the foxes have created pigeon coops from old wire and wood. They have perfected their trapping and breeding methods, and the surplus of food they produce is traded with the other communities for clothing, bread and tools. But the foxes’ strain of the Phage has a unique quirk. In addition to vastly increasing its subject’s libido, it gives them an instinctual understanding of non-verbal communication. The people of the fox commune now mostly communicate in yelps, growls, barks and ear movements. Newcomers to the Commune are at a complete loss as to how the people around them understand one another, until they contract the strain and gain its instincts. Most

The Republic

In the years following the Impact, several farming communities in the centre of the USA and southern Canada were cut off from the rest of the world. When the Internet and phone networks collapsed, and the roads became choked with cars, they lost all contact with the outside world. Faced with no other options, the people of these communities turned inward and did their best to ride out the Phage on their own. Some collapsed into ferality and became beast-states, but a few managed to retain themselves and remain safe. Civilian militias replaced police forces, and the local farmers made just enough to keep the people of their local community fed. A barter econo-

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of the foxes are more than happy to infect them with their strain.

Westbridge

Westbridge is a town divided. Sitting along the eastern bank of a small river, the town seems normal enough. As far as anyone visiting the town can tell, it’s an idyllic farming village. The houses are small and clustered around the city’s bridge. There are fields of corn and wheat as far as the eye can see. There is a general store with a hanging sign and a grocer that long since went out of business. Most traders passing through have no idea of the conflict that simmers below the picturesque surface. The conflict that grips the seemingly peaceful Westbridge goes back to the early days of the Phage. Somehow, the town was infected with two strains of the virus simultaneously. One transformed people into lions, the other grey wolves. Each strain carries with it strong instincts to form a pack or pride with people of the same species, and to defend that group’s territory fiercely. This has resulted in the town being split between two tribes. The wolves and the lions hate one another, and each want to claim total control over the town. Every time the town votes for a mayor or a representative, the vote is split down the middle, and the winner is decided by one or two ballots. The current mayor is a lion, while the current representative is a wolf, and they outright refuse to cooperate with one another.

Hearthway

Hearthway sits on the southern edge of the Republic. It is a member of the Republic in name only, being too far away for the united military to protect or most traders to bother reaching. The town sits in a precarious location. There are at least three major feral hives within a day’s ride from it, and everything south of it is untamed wilderness. Attacks by ferals are commonplace, and aid is scarce. The Hearthway representative has tried for years to get more military presence in his town, but so far none of the other representatives have voted in his favour. As a result of this, the people of Hearthway have become increasingly self-reliant. The people all know how to defend themselves, but even that isn’t enough to stop their food from being stolen. If someone could root even one of the hives, the people of Hearthway would be incredibly grateful. But as things stand, they don’t have the resources to do anything on their own.

The Herbivore Union

The Union, as it is commonly known among the people of the Republic, is not one town but seven. These seven communities exist within a day’s ride of one another, and have formed a closeknit relationship even by the standards of the Republic. During the days after the Impact, each one of these towns was infected by a strain derived from a species of herbivore. Rabbits, cows, squirrels, deer, mice, all of the towns became peaceful, plant-eating species. In the early days of the Republic, these towns quickly found one another, and joined together. In the years since, their bond has become even stronger. Now, the Union has become a major player in the Republic’s politics. Their representatives always consult with one another

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before voting on important subjects, ensuring that they vote the same way. With seven representatives all working together, the vote on any subject can be easily swayed in their favour. Some people have begun to reset the Union’s power, and attempt to either undermine their unity or form their own voting block. Others are trying to curry favour with the Union, through bribes or promises of future aid. So far, the Union hasn’t taken up any their offers, but if it is ever in need of help, it just might.

The Horse Nomads

Not technically a community or nation, but important all the same, are the horse nomads. These are small bands of wandering horse people, who serve as travelling traders to the more settled nations. They typically wander the region between the Republic and New Avalon, trading pelts, salt, tools, clothing and other luxury goods. Their natural speed and stamina grant them the ability to cover more ground on foot than most other traders could travel on horseback. During the early days of the Phage, a number of ranchhands were infected with a horse-strain. They went into town seeking treatment, and soon the whole town was infected. This particular strain carries with it instincts to run and roam freely. The people of the town quickly abandoned their dwellings and took up a nomadic existence. The horse nomads have a strong culture of freedom and independence. They have fully embraced the new bodies and urges that the Phage has given them, having left their old lives years ago and never looked back. The nomads view the people of other nations, especially other horse people, with pity. As far as the nomads are concerned, sedentary people are trapped and unwilling to break free. Only the nomads know true freedom, the freedom the Phage has given them.

The West

When the Impact hit, most of the world was reduced to ferality and chaos. Cities and towns suffered from mass looting and societal collapse. Some people tried to flee, but most had nowhere to go. The American West was different. Even as the rest of society fell apart, the isolated desert towns and cities of the desert persevered. Harkening back to the old ways of cowboys and sheriffs, the people of the West clung to what little they had and fought back the encroaching darkness. Now, the deserts of North America look much like they did when the early settlers were living there. Communities are connected by old railway lines and horse-drawn wagons. People make and enforce their own laws, and each community is responsible for ensuring its own safety, with no overarching government to keep people in line. Sheriffs and deputes keep order as best they can, with rifle and revolver if necessary. Folk make a living herding cattle and hunting outlaws, trading their hard earned money for water and whiskey at the local saloons. The region is plagued by both bandits and, more commonly, ferals, but still the people persevere. They have already

survived the apocalypse. Whatever else the world throws at them couldn’t possibly be worse. But worse may yet be on the horizon. Feral attacks have grown more frequent in recent years, to the point that many people are reluctant to travel more than a few hours from their home town. There are rumours among the traders and outlaws that something is happening out in the depths of the desert. They say, normally after a shot or two of whisky, that the ferals are building something, and that they’re preparing to attack en mass. Few believe these tales, but if there is truth to them, then hard years are coming in the near future.

monarchy stepped forward and took up the reigns of government. They declared that the nation would be returning to a traditional monarchy, and that they would take control of both the military and the government. In the chaos, no one objected. What followed was a series of swift military action. Ferals were flushed from the cities and into the wilderness, and order was reestablished. Propaganda began to circulate urging people to accept the new bodies they had and then go about their normal business. The miraculous thing was, it actually worked. England managed to remain mostly intact, and is one of the few world powers rivalling New Avalon for stability and prosperity. Now, the nation’s traditional class structure is further reinforced by the Phage. People of each class are assumed to only sleep with people of the same class, and so each strata of society has its own set of stains common to it. The working class are mostly lizards, mice and squirrels. The middle class are wolves, foxes and bears. The upper class are commonly sharks, tigers and deer. Due to some strange quirk of their bloodline, the nobility are all lions, occasionally with hints of other races. In order to maintain their unique strain, the leadership have decreed that royals can only mate with royals, lest their lion status be spread to the rest of the nation.

The Toronto Tribes

When the Phage hit, Canada’s social and economic systems shut down practically overnight. With such a large nation, and so much wilderness between cities, the government was unable to do anything to keep the society together. And, with so much wild space, there were dozens of strains circulating within weeks of the Impact. In a short span of time, the entire nation shut down completely. Now, however, a new people have risen up to replace the old world. They live in the ruins of what was Toronto, farming crops in what were people’s backyards and claiming abandoned skyscrapers as their own. After the Phage hit, most people who could left Toronto trying to find shelter away from the big city and its prowling ferals. A few decided to stay there, however, quickly found that they had the city to themselves. They raided grocery stores and gas stations for food, but quickly turned to farming as a means of sustaining themselves. In time, the ferals left for the wilderness, and the city was left to those who chose to remain in it. Now, the city centre is divided up between a dozen tribes, each one a unique blend of animal species. A few of them are outlined here. The glasswalkers are part fox and part mouse. They are crafty, small and known for their quick fingers. The swiftseers are half horse and half owl, with equine legs and hooves, owl wings, and large, piercing eyes. The nighthowlers are mostly wolf, with the claws of a great cat and the tail of a bovine. The glowpaws are large bears with rare bioluminescent genes from fireflies. At night, their ears, paws and feet can be seen glowing softly. The goldrunners are lions from the chest up and tigers from the waist down, with human skin in the middle.

Russia

During the early days of the Phage, when society was starting to crumble, the government of Russia declared military law and enacted supreme control over the nation. The nation quickly descended into a police state, where the ruler’s edicts were law, and the law was harshly enforced. While this did severely limit the people’s freedom, it also stopped the society from collapsing entirely. In response to the ferals, the government of Russia decided to build a wall. The wall encircles a thirty mile radius around Moscow, and took several years to erect. Ferals were rounded up during several mass purges and forced onto the outside, where they couldn’t threaten the city. Now, the wall is almost built, and no one is allowed to go in or out. At least, that’s the way it’s supposed to be. In reality, there are several weak points in the wall, and many criminal organizations who will take people through them for a price. Now that relative safety has been restored, and the feral menace dealt with, the people of Russia are hopeful that regular government will be restored. Unfortunately, this is unlikely. The current leader has grown accustomed to absolute power, and doesn’t want to give it up. As for the rest of Russia, outside of the wall the people have long since realized that the government has abandoned them. They are a hardy people, and for the most part they have survived. Many small farming villages have managed to endure the Impact and the Phage, and now live a hard, if relatively peaceful existence. Certain strains of the virus have become prized among the people of Russia for their fur coats. Reindeer, hares and polar bears are especially valuable, and many people make their living travelling from town to town spreading these strains.

England

When the Phage hit, most societies erupted into chaos. Ferals stalked the streets, and governments shut down. Not so in England. For the people of the island nation, the months after the Impact were their finest hours. When the Phage started to infect people en mass, rather than panic and cause chaos, the people of England demonstrated their famous composure decorum, and managed to maintain some semblance of society as it was. But this alone would not have been enough to save the nation. Something more was needed. Recognizing this, the old

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New Zealand

When the Phage began to spread, a dichotomy quickly emerged. Some people retained control and remained themselves, only with ears and a tail, and others lost control and went feral. Most societies that still exist spend most of their time and effort fighting against the ferals. The people of New Zealand look at things differently. To them, ferals are people too, and they might not be wrong in giving into their instincts. Now, the cities of New Zealand are abandoned and overgrown, with people preferring to live in the wilderness alongside their feral cousins. The people of New Zealand live strange lives, from the perspective of most other civilized nations. They live with ferals, in hives, and support themselves by hunting and foraging. Whenever possible, they listen to and give into their instincts, leading lives that are mostly animal and a little bit human. When a feral wants to have sex with them, they normally agree. And when they want to have sex with a feral, they do so as well. Most explorers who visit New Zealand assume that it has been completely lost to the Phage, not realizing that its society has simply transformed, not ended.

The European Union

After the Impact, when the Phage began to spread far and wide, people quickly realized there was a problem. Many nations instituted quarantine measures or declared martial law, but they all acted. One group, however, did not. The European Union held a meeting of its member nations in the early days of the Phage, where they decided that the reports coming in from other nations, of mass transformation and chaos, were vastly overblown. They went back to their home nations assured that the threat would pass and all would be well. By the time they realized that was going on, and the depth of the danger posed by the Phage, it was too late. The Union did its best to come to the aid of its constituent nations, but it wasn’t nearly enough. Close to half of the Union’s nations were lost, and most of the ones that remain were severely damaged. However, the Union has pooled its resources in recent years, and has begun a massive rebuilding effort. The nations that remain are slowly recovering from the Impact, and beginning to thrive once more. Now, the Union is a major competitor of England. Not only are they competing for the same oversees trade with New Avalon, but they resent one another’s very existence. The Union sees England’s new monarchy as a slide back to the barbarism of the medieval period. Across the pond, England wishes that is had enough power to conquer the Union and make it into colonies, restarting the British Empire and paving the way to reunifying the world. But as things stand, neither has the power to overcome the other, and so their mutual animosity remains.

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Jobs in the New World Scavenger

Most people in the new world avoid the wilderness at all costs, but not everyone. Some willingly venture into the wilds, looking for remnants of the old world. These people are known as scavengers, and they make their living hunting for useful things left behind in the wake of the Phage. The risks of being a scavenger are high. Ferals prowl the wilderness, looking for anything or anyone they can prey on. Bandits are also common, hiding in old cities or towns. Scavengers need to be skilled at both surviving in the wild and fighting off these threats. But the rewards of being a scavenger are great. Old technology, rare spices and other luxury goods all sell for extremely high prices. But it’s not just food and gadgets that scavengers look for. It’s anything that is reminiscent of the old world. Stamps, coins, movies, books. All of these things are priceless in the new world, and one good find could set a scavenger up with money enough to last for years.

Sleepers

It’s a strange world that exists now. Not only have people become like animals, but most of the taboos around sex and sexuality have crumbled along with the old world. One of the strangest results of these changing priorities are the individuals known as sleepers. Sleepers are people who go from town to town collecting rare and interesting strains, usually by paying their current host to sleep with them. They then go to major cities and sell people the strains, again by sleeping with them. There are a large number of people who are dissatisfied with the body they currently have, and want to add new traits to it. These people want to have the confidence of a lion, or the guile of a fox, or simply the cock of a horse. Sleepers make this possible. Sleepers often carry a wide variety of strains within themselves, and often need to sleep with their client multiple times in order to give them the strain they are looking for. Not that anyone minds the arrangement. Sleepers can be quite expensive, depending on the rarity of the strains they have, and the rich in some places make a point of acquiring new strains every few months.

Mercenaries

The new world is a dangerous place. Ferals prowl the wilderness, bandits prey on the innocent, and most people have no means of protection beyond their own claws and fangs. This is where the mercenaries come in. These are people who sell their services as guardians, warriors and protectors. They fight off ferals and bandits, and sometimes other bands off mercenaries, for a price. Most town and small communities can’t afford to hire mercenaries permanently, and so employ them for a time to deal with a specific problem, such as a feral hive or a bandit gang. Some mercenaries wander the world, taking jobs wherever they go, staying with a trading caravan for a while and then moving on. Many of these wandering warriors have horse or deer traits, urging them to remain forever on the move. Others remain with a single trading caravan for their entire career, protecting it and living off the ample income such caravans produce.

Traders

future for themselves. Many Futurists are scientists, who see the possibility presented by the Phage for human advancement. Others are simply optimists. People have survived one apocalypse already, they say, what else could possibly stop humanity from progressing even further?

Many parts of the world have devolved into a simple barter economy. Even so, there is much money to be made trading goods from one place to another. As trading normally requires passing through the wilderness, most traders employ some form of protection. They travel in large caravans, with many traders grouped together, and often pay mercenaries to protect them on their travels. The more ambitious traders don’t just travel from town to town, however, but from continent to continent. They man ships left over from the old world and sail from New Avalon to Europe, to trade with England and the remnants of the European Union. Some even make it as far as India, although most of the culture of that nation has been lost to the Phage.

Ferals

The Phage brings with it new instincts, drives and urges. While most people who live in the new world have long since learned to manage their instinctual, animal side, the people alive when the Phage first hit weren’t so lucky. Faced with new desires they had no ability to control, and an animal self that demanded to be heard, they broke or gave in, and never regained control. These people are known as the feral, and are a constant threat to civilized society. There are a few reasons why someone would go feral. Often, it’s a lack of willpower. Some people are better at restraining themselves than others. The weak willed had little chance at controlling their urges, and were inevitably overwhelmed. But the opposite can also be true. People with too much restraint, who refused to accept their new instincts as part of themselves, almost always went feral. The desires the Phage brings need to be accepted and released, or else the build and eventually take control. Resisting the new instincts is a sure fire way of making sure they gain control. Additionally, some strains are more difficult to manage than others. Their instincts are stronger, their sexual drives more constant and difficult to ignore. Most people infected by these strains inevitably lose themselves, while the rare few who don’t are viewed with suspicion by others. Most people won’t sleep with them, as they don’t want to risk being infected by something they can’t control. Finally, some people go feral because they want to. There is a certain freedom in being an animal, in losing all need for human mores and conventions. There is a gratification in giving in to desire. While everyone alive now has learned how to give into their instincts without losing control, some people take it further. They give in with no intention of ever pulling back out again. These people often make the most cunning ferals, often leading others on raids of civilization. In the wild ferals live as animals. They hunt or forage as their instincts tell them to, and spend what time the don’t spent looking for food looking for something to mate with. But ferals are not completely animal-like. They still possess a degree of human ingenuity. They are more than capable of setting traps and ambushed, and of using rudimentary tools. While most ferals roam the wilderness on their own or in small groups, some and together in groups known as hives. These are typically located in some defensible location, like a cave, skyscraper or subway tunnel. These ferals typically roam the territory around their hive, when they’re not engaging in primal orgies with the other members of the hive. When a feral sees another person, be they feral or civilized, their first instinct is to mate with them. If this is another feral,

Social Movements

In the wake of the Phage, most old political ideologies and organizations have become relics of the past. People are far too concerned with their survival and management of their instincts to care about old world politics. However, new movements and ideologies have sprung up in the wake of the Phage. These ideas are most commonly found in New Avalon and Europe, but there are adherents found across the world, even if most of them don’t know about one another’s existence.

The Keepers

The Keepers believe that the old world is precious, and should be preserved at all costs. They lobby governments to protect old world establishments and customs. Most Keepers are appalled at the changes that have been made in social structures since the Phage hit. They want to return the world to the way it was, to bring back the nations and ideologies that existed before the Impact. Keepers often own large collections of memorabilia from the old world, some even opening their collections to the public as museums.

The Embracers

The Embracers see the new world as a good thing. They look at the Phage, at the changes it has brought, and see it as an improvement over the old way of things. They believe that the animal urges and forms inflicted on people are an expression of nature, and that the mutation should be encouraged, not avoided. They actively seek out new mutations, always looking for upgrade their bodies with new traits. Most people view the Embracers as harmless instinct-lovers, but the movement has a darker side. A small group of embracers in New Avalon have begun planning a coup. They want to overthrow the government and reduce the nation to chaos and ferality, which they view as the natural state of things.

The Futurists

Many people in the world care deeply about the past. They collect old world goods, or even espouse Keeper philosophy. Some, though, look the opposite direction. They look to the future, and the believe that future is bright. These people call themselves the Futurists. They believe that humanity can build a new, brighter

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the feeling is mutual. As a result of this, most ferals are infected by many different strains at the same time. If it is a non-feral, the person has several options. They can attempt to run away, although most ferals love to chase things. They could fight, and possibly subdue the feral enough to get away. Or they can go with it, have sex and then move on. Most people recommend the last option, as the worst that could happen is the individual gets infected by a new strain and gains a physical reminder of their encounter.

Sample Hives Las Vegas

When the Phage began to spread, many cities managed to hold out for weeks or even months before they devolved into anarchy and fell apart. Not so in Las Vegas. When the Phage first appeared, the city fell in a matter of hours. Some combination of the city’s placement and environment caused a Phage hot spot to form over it, rapidly mutating anyone who sets foot inside of it. Within a day of the Phage’s first appearance there, the entire population went feral or fled. Now, the city is among the largest feral hives ever reported. Travellers and traders in Nevada take great pains to avoid the region, giving the city as wide a berth as possible. Within the city, however, there is a strange semblance of order. A few individuals within the city were infected with a rare strain known to scientists as the Lord Strain. This strain causes its host to grow to nearly twice their normal size, and grow extremely muscular. Stranger still, other ferals seem instinctually driven to obey them. The Lord Strain doesn’t seem to be passed on by sexual contact, and so there are a limited number of people infected by it. Due to this, the city is currently divided up between five clans of ferals, each one showing deference to one of the Lord Strain bearers. These clans fight a constant battle for territory, battling with claw and fang. All of the other ferals they capture are brought to have sex with the clan’s Lord, to be infected by their other strains and brought over to their clan. In addition to their other traits, the Lord Strains have an extremely high libido and a drive to bring others into their clan. The Horned Hound clan is lead by a great mongrel dog with large horns. The members of the clan are a wide variety of canines, from wild dogs to wolves, but they all have horns. The ferals of the clan seem to take some sort of pride in their horns, stroking them and adorning them with stolen jewellery. The members of this clan are extremely loyal, sometimes retaining their allegiance despite being infected by the strains of other clan Lords. The clan currently has the most land of any clan, but this could change swiftly if any of the other clans teamed up on them. The Mother Cow clan are led by a large hermaphroditic bovine. The clan are known to be extremely lustful, doing almost nothing but having sex with other clan members, and are all hermaphrodites. Other clans frequently try to invade their territory, only to get caught up in their orgies and transformed into more bovines and bulls. The Bird Clan occupy the tops of the city’s tallest build-

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ings. There, they make roosts from stolen bedding, branches and shiny objects. Rather than fight outright to claim territory, the Bird Clan does the opposite. Whenever a clan attempts to attack one of their towers, they simply fly to another one, taking only their most treasured baubles with them. In this way, they are always on the move, but never caught or captured. Rather than one Lord, the Bird Clan has three. One is a female blue jay with two sets of wings, one is a male hawk with the legs, tail and genitals of a horse, while the last is an eagle, who is giant even by the standards of the Lords. The Winged Lizard clan is composed of a variety of lizards and is led by a musclebound salamander with a pair of bat wings. Due to being infected by their leader, most of the clan has bat wings as well. Unlike the winged Bird Clan, the Lizards are highly aggressive. They use their wings to mount ambushes on clusters of the other clans, taking some captives, but mostly claiming territory. Their Lord often joins them on these raids, infecting their rivals then and there. The smallest, but by no means least powerful, clan is the Cat Clan. This clan is composed of a variety of cat species, all united by their speed and cunning. Although they are currently the smallest clan, they are among the most successful in their raids. They enact complex strategies that defy the fact that they are ferals, striking quickly and claiming whatever piece of land was their goal. The clan hides a secret, however. Their leader, a massive tiger with an even larger penis, is not a feral. He has managed to retain his full intelligence, despite being infected by the Lord Stain. He has grown drunk on the power of being a Lord, and wants nothing more than to expand his territory. He is the source of the clan’s ingenious tactics, and is currently preparing a massive assault on the Horned Hound clan, to try and claim their vast territory as his own. There are rumours among those who were near the city at the time of the Impact that strange lights were visible in the city skyline. Some propose that they could have been from a meteor fragment, while the paranoid insist that it was an alien spacecraft. Anyone who could find evidence of either would be greatly rewarded by scientists the world over, assuming of course they could survive a trip into the city.

The Ants

In a small city in what was the eastern United States, a strange thing occurred during the early days of the Phage. For the most part, people infected by the virus gained traits from mammals or the occasional bird or lizard. But for some reason, the people of this town were infected by a strain carrying the genes of the common field ant. They gained hard carapace shells, pheromone-sensing antennae, abdomens and an extra set of arms. What’s more, they gained the instincts to organize themselves into a hive, like insects do. The colony, as it now calls itself, has become a vast underground metropolis. Tunnels connect living blocks lined with stone beds, all leading into a vast central chamber dozens of stories tall. Underground farms grow fungus of all species, while workers hunt and forage through the nearby wilderness for game and edible plants.

The people of the colony are divided into a number of ranks. Worker ants are the most common, are relatively small in stature, and are predominantly female. They perform all of the building, gathering and farming that the colony needs. Warriors are muscular and tall, and are mostly male. They patrol the colony’s borders and keep other ferals at bay. Drones are lithe and have wings, and are exclusively male. Their sole role is to mate with the Queen to produce more offspring. The Queen is plump, yet strong, and has a large abdomen. She spends most of her time having sex with drones, but also oversees the activities of the colony as a whole. She can command the other ants of the hive through releasing pheromones, which the other ands instinctively obey. Unlike the other members of the colony, the Queen has retained most of her intelligence, although has changed from a meek farmer into a regal and self-righteous ruler. Unlike regular ants, all members of the colony have a sex drive, and mate with one another, and captured outsiders, on a regular basis. In recent years, the Queen has begun experimenting with adding the genes of other insect species to the colony. So far, she has tried adding termite and firefly genes to the her children, with some success. The termites make fantastic builders, while the fireflies have abdomens that provide wonderful light, but there is a problem. The addition of new genes weakens the hold her pheromones have on the ant’s actions. She can’t fully control the actions of the new insect strains, and is currently looking for a solution to this. Rather than disorganized and aggressive like most ferals, the inhabitants of the colony are relatively peaceful. When outsiders are encountered, they are brought before the Queen. There, they are given a choice. Allow her to infect them and make them part of the colony, or leave peacefully. In recent years, the Queen has begin to look out beyond the borders of her small colony and toward the rest of the world. She contemplates how she could make other nearby communities part of the colony, bringing to them the peacefulness and order that her own ants enjoy. Of course, she would be their undisputed ruler, but they wouldn’t complain. Should she decide to launch an attack on the nearby town, she would meet little resistance, and could possibly create a force of ants large enough to threaten the Republic or New Avalon.

houses and pooling their limited resources. But the water wasn’t the only threat. Carried within it was a particularly strain of the Phage, which transformed those infected by it into sharks. Now, the people of New Orleans live on makeshift islands, made by placing wooden walkways between submerged houses and other rooftops. The islands are small, rarely housing more than a few dozen people. The people eat fish and seaweed, resorting to their animal hunting instincts for survival. The aquatic species among the survivors are greatly valued, as they can go into the submerged buildings and hunt for supplies and food. They use old boats left over from before the Impact to sail or row between islands and exchange what little they have. However, the sharks pose a constant threat to the people. They have claimed many regions of the city as their own, trapping some islands within their territory. Anyone who swims in these regions is likely to be captured and made part of their harems. What’s worse, they often make raids into the rest of the city, stealing food and supplies and sleeping with anyone they can find. Unknown to the rest of the city, the sharks attacks are not completely at random. There are three groups of sharks, the killer sharks, the tiger sharks and the great white sharks, who are fighting for control of the city’s waterways. They have each staked out a portion of the city for themselves, and fight constantly for control of the rest. If some force could come by and unify them, they could easily pose threat to the waterside cities of New Avalon. There are rumors among the land-dwellers that someone or something purposely broke down the levees during the days after the Impact. Some say that one of the now shark-people did it, either driven by instinct to submerge the city or following some plan known only to them. Others claim that one of the meteor fragments hit just off the coast of the city, and that the levees broke because of the force of the impact. No one knows for sure, but one thing is certain: the levees should have held.

Hostile Strains Macro

Traits: Massive, Hyper The macro strain causes its host to grow extremely large, and all of their sexual traits are extremely enhanced. Penises become up to a foot long and six inches wide, breasts swell to triple Z cups and testicles become the size of melons. Along with this increase in physical size is a decrease in mental capability. Most macro strains are dim witted, caring only about fondling their oversized bodies and finding someone to sleep with. While not all macros are feral, they do lose a great deal of intellect, and often leave civilization to find a place where they can masturbate all day without anyone caring.

The Reef

When the Impact hit, the west coast of North America was devastated. Tsunamis swept across the region and destroyed entire cities, with millions dead and countless more displaced. But at the same time, a much smaller disaster struck a city on the other side of the continent, a disaster that’s cause is still unknown. When the Impact struck, the levees that keep water out of the city of New Orleans all failed, flooding the city with water and reducing most of it to a swamp. The people of the city were forced to take refuge on rooftops or on the few points of high ground. They hoped that help would arrive swiftly, but with the Phage beginning to spread and mass casualties along the western seaboard, none came. In time, the people of the city banded together, bridging the gaps between

Dragons

Traits: Large, Horns, Claws, Tail, Wings, Scales There are rumours among scavengers and mercenaries who venture into the wilderness of a mythical creature that hunts lone travellers, but is more than capable of taking down an entire caravan. These massive beasts, if they indeed are real, have mus-

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cular bodies covered in scales, horns, claws, long tails and wings. They are said to swoop down out of the sky and attack without warning, and are impervious to most weaponry. These mysterious beings have come to be known as dragons among the traders of the world. Most people hope they are just a myth.

Tentacle Strain

Traits: Phallic Tentacles (x2) These rare mutants are infected by strain that grants them four thick tentacles growing from their backs. Along with these physical traits, the strain also confers an overwhelming desire to infect others with the strain, granting them tentacles as well. Unlike most ferals, the tentacle strain is highly intelligent. Most tentacle strains wear clothing to hide their mutations and walk unnoticed among the cities of the world. There, they hunt for loners and outcasts, to bring back to their lairs to infect.

Latex Fox

Traits: Skin (latex), Tail, Large Ears, Claws These rare mutants have the features of a fox, but skin made of a slick, rubbery substance. They are easily recognizable by their unnatural colouration. Most are black, but other are purple, blue or pink. Latex foxes are usually skittish and shy, hiding whenever others come near. However, when two or more of them are together, they can become highly aggressive. Scientists are still at a loss as to how such a strain can exist, as it seemingly goes against the laws of nature, but there are enough reports of latex foxes from travellers that it seems they are truly real.

The Others

Some people look at everything that has happened, at the asteroid and the Phage, and see a pattern. What are the chances that a virus like that could survive both a trip through space and entry into a planet’s atmosphere, they ask. Furthermore, what are the chances that it would spread through the planet’s entire population so quickly? No, they say, this can’t be a coincidence. Someone, or something, wanted to infect Earth with the Phage. This mysterious external force they call the Others. Some propose that the Others are an alien race, who purposely seeded Earth with a virus they created. What is unclear is why they wanted to infect Earth in the first place. It could be the first stage in a full-scale invasion, but considering how non-lethal the Phage is, that seems unlikely. It could simply be an experiment, a test run of some vast bioengineering project, with the Others observing events on Earth from afar like scientists. Some, perhaps the most paranoid among those who believe in the Others, have a different theory. They think that the Others are not aliens, but rather a force on Earth. The Phage was created by one of the world’s governments or corporations. The Impact didn’t release the Phage, but provided the virus’ true creators with an opportunity to release it themselves. Most people consider this theory to be nothing but paranoid conjecture, but still, many people believe it. If proof of any of these theories could be found, it would change everything people know about the events of the Impact and the mass infection that followed.

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Halcyon Tech

Based out of New Avalon, the biotech giant Halcyon seems to have come from nowhere. There are few, if any, records of its existence prior to the Phage, but now it is among the largest corporations in the world. They specialize in studying the Phage and the mutations it brings, and were among the first ones to isolate individual strains of the virus. They frequently capture ferals and bring them back to their laboratories to experiment with their strains. They are currently looking to unlock the secrets of the Phage, with the hopes that they can find a cure. That’s what they say, at least. In reality, they hope to use the virus to make a race of super soldiers, who they can then sell to the highest bidder. They have already developed a serum that prevents the contraction of new stains for a short period of time, and have begun selling it to traders and mercenaries who venture into the wilderness. Halcyon has recently announced that is it looking to acquire fragments of the asteroid that caused the Impact, in the hopes of finding a pure sample of the Phage. They are offering a ludicrous sum of money for such a sample, and many scavengers and treasure hunters have set off to try and find one.

Gameplay

The Strain offers a radically different kind of gaming experience than the other two settings included in this book. Rather than focus on character interaction and relationships, the Strain offers a world of danger and adventure, lending itself to more traditional RPG gameplay. Exploration and conflict are core elements of the setting, rather than the more social elements found in the other settings. Stories focussing on relationships can still be told, of course, but so can ones about fighting ferals or scavenging for old world technology. If you’re looking for inspiration about the kind story that can be told in this setting, look at the Fallout series of video games, the Mad Max movies and Flexible Survival, an adult text-based adventure game set in a world much like the one the Strain is set in.

Starting Out

Everyone on the world of the Strain has been infected with the Phage. As a result, all of them have Traits that are not native to their species. Every character in the Strain gains three additional Traits upon being created. These Traits must not be ones that are native to the character’s race. Most people in the new world are animal hybrids of some sort, but a rare few still look mostly human. These humans simply have a natural resistance to the Phage. What this means is that you can still play as any race, albeit with a few Traits from another one.

Conflict With Ferals

Ferals are the ever-present threat that makes the world of the Strain what it is. Without them, the old world would never have fallen and the new one would never exist. Unless you’re telling a story completely within a nation like New Avalon, ferals are bound to come up in your stories.

Most often, ferals want sex. As a result, they present the players with two options. The main characters can sleep with the ferals and likely gain new Traits, or they can fight. Should they take the second option, the resulting conflict follows the same rules as it does for regular conflict, with a few exceptions. Ferals are driven by lust, and so social attacks based on lust and arousal always work on them. Physical attacks also always work, as ferals are no more resilient than anyone else. The skills that function differently are Deception and Knowledge. Ferals lack higher mental functioning, and so can’t be reasoned with. As a result, all Deception and Knowledge rolls made to attack a feral take a -2 penalty. Ferals might pick up on some of the knowledge being presented, and might have enough brain power left to recognize what it means, but they likely don’t.

Wealth

Most societies in the new world rely on a barter system, and even more civilized ones like New Avalon place a great deal of value on certain kinds of goods. Mostly these are relics of the old world, but also rare foodstuffs like spices and functioning technology. As a result, Wealth can mean a variety of things, from food to old gadgets. These are things that can then be traded in order to get other goods. If your players are scavengers, the easiest way to keep track of their finds is through Wealth. Whenever they find something of particular note or value, give each player a number of Wealth points. This way, they don’t have to track everything they find and how much it’s worth. When the characters then go to buy something, it can be assumed that they either already sold the loot they found or are using it to barter with.

Mutation

The Phage started airborne, but now it mostly passed on through sexual contact. What this means is that, every time a character has sex with someone, they are infected with another strain of the Phage. Provided that their partner has at least one Trait they don’t, the character gains one of their partner’s Traits. These new Traits appear almost instantly after climax, as the person’s body rapidly mutates into their new form. If both partners have the exact same Traits, no new Traits are added. It’s not necessary to keep track of every strain that a character has. Simply note their Traits and assume that they possess one strain per Trait, and one for their race. There are some places, however, where the Phage is still airborne. These are known as hot spots. When in these areas, characters gain one Transformation per hour of exposure. A day or two spent in a hot spot can completely alter a character’s appearance.

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Glimmer

Magic is real. It’s no great secret, really. Everyone knows it. It’s only the crazy who would think to deny it. Magic has always been real, from the earliest recorded history up to modern day. Magic has existed, and so have those who wield it. Called a dozen things by a dozen cultures: witches, warlocks, shamans, those with the talent for magic have always stood out from those around them. Modern day sees them called magicians, but it’s really just another term for the same thing. Why am I telling you all this? Because you are one of them, and I suspect you’ve always known it. You’ve always been able to do things that other people can’t. Little things, but impossible ones all the same. You’ve made things float or a bad meal taste like candy. You probably didn’t know it at the time, but what you were doing was magic. I’m here to offer you an invitation. No, more a golden opportunity. Come back with me, leave this place behind and embrace your true destiny. Come study magic. Become one of the great magicians of this age, and make the world shake with your footsteps. Okay, so maybe that’s thinking a bit too big. But even so, there’s so much potential within you, and you’ll be wasting it if you stay in this backward town. Come with me to greatest school in the world. Come with me to Glimmer. Why am I making you this deal? Simple. When I was your age, and in about the same situation as you, someone came and made it to me. And it changed my life. So now, I’m asking you the SandraMJ - Twitter @TheHunkBunker 78

same question they asked me. Do you want to stay here and pretend for the rest of your life that you’re normal, or do you want to come with me and embrace your magic. You’ll come? Good. In that case, we’ve got to hurry. We have a train to catch.

A Little History

Comfortable? Good. The trains heading to the capital are really quite nice. Ever been there before? No? Well, you’re in for a treat. The city has everything. Stores, exotic restaurants, bars. There’s this great place down on McLough street that I … Well, that’s not important right now. I see that look in your eye. You want to hear about where we’re going. About Glimmer. It’s a fantastic place, really. But before I can tell you about it, I think a little bit of a history lesson is in order. I know, history is boring. I’ll try to make it brief, I promise. As you probably know, the world is composed of one vast landmass, called Mundus. Around it are a few islands, and beyond them an endless ocean. Well, we call it endless. The truth is no one has ever found the end, and so we just assume that it doesn’t have one. Anyway, Mundus is home to every landscape and climate imaginable. It’s a vast place, and the people who live on it are varied to an extreme. There are the wolves of the Junhar forests. The great horse cities of the Seven Plains. The coral palaces of the sharks along the southern coasts. If you can imagine it, it probably exists

surprised to see army recruiters coming to talk to your upper year classes. The real reason that Glimmer exists is so that, if the war ever starts again, the Federation will have a large pool of magicians to recruit from. Here’s our stop. Get your things, we’ll be disembarking soon. Are you hungry? Good. I know this great sandwich shop down the street from the train station. If we hurry, we can get there before the lunch rush starts.

out there somewhere. Maybe, if you play your cards right, you’ll get to visit some of these places one day. What does this have to do with Glimmer? Be patient, I’ll get to that. Anyway, these different people have always gone about their own business. They traded and occasionally made war, but for the most part each region had its native rulers, and people accepted that. Until the Empire came along. Around fifty years ago, a group of races along the western coast banded together and formed a single nation. They called themselves the Empire, and declared that they were the rightful rulers of the whole world. Then they launched a series of coordinated attacks against their neighbours. They quickly conquered them, and turned their attention toward the rest of the world. Within a year, the world was plunged into the most brutal war ever fought. No one had ever imagined fighting on this scale before. Pretty soon, whole nations were covered in trenches and their landscape was torn apart by artillery. What’s worse, the Empire used magic to fight their war, charging their bombs and artillery with arcane properties and decimating everything that stood in their way. One by one, the nations who fought against the Empire fell. Alone, they simple didn’t stand a chance against its military might. Within five years, the Empire controlled a quarter of the continent, and it looked like it would quickly conquer the rest. That was when the remaining free nations got the idea to band together. Alone, they would fall like all the others had, but together they might have a shot at victory. Most of the world’s remaining nations came together and formed the United Federation, and with their combined strength, they finally had a fighting chance against the Empire. The battles that ensued were the worse the world has ever seen. Millions died. Whole nations were wiped out. But the Federation held its own, and eventually beat the Empire into a stalemate. That stalemate has continued to this day. Mundus is divided down the middle by a line of military fortifications and barricades, separating the Empire from the Federation. You’ve heard most of this before, I hope. Good. Your home town isn’t quite as backwards as some. But what you probably haven’t heard is this. In the aftermath of the stalemate, the government of the Federation launched a plan to gather and educate as many magic users as it could. It reasoned that, if the stalemate ends and the war resumes in full, it will need as many magicians as it can get in order to stand a change against the Empire. See, as the Empire grew, it poured vast amounts of resources into collecting and training magicians. It’s still doing so to this day. It hopes that magic will prove to be the decisive element that wins the war for it. The only way to counter this is for the Federation to have its own army full of magic users, and so it created Glimmer. I know what you’re about to ask, and the answer is no. I haven’t recruited you to join a military academy. We don’t live in the Empire, and you’re not going to be pressed into military service. The Federation leaves Glimmer to run itself, but don’t be

Magic

What did you get? Ruben? Good choice. Me, I prefer the classic BLT. Can’t go wrong with bacon. I can see you’re still confused. It’s a lot to take in all at once. I know, I’ve been there. Why don’t you tell me what you’re not getting and I’ll elaborate. You want to know how magic works? Well, I’m not the best person to ask that. There’s a reason I hunt down magicians for a living instead of teaching courses on the stuff. I’ll do my best though. Ever heard of a Quality? No, I don’t mean video quality. I mean the philosophical notion of a Quality. Never heard of it? Not surprised. Most people haven’t. A Quality is a trait that something possesses that sets it apart from other things. Magic works by pulling Qualities out of things and rearranging them. Let me give you an example. Can I see your sandwich for a second? Thanks. Here, take a bite. It tastes different, doesn’t it? The meat now tastes like lettuce. See, taste is a Quality, and tastes-like-lettuce is a Quality that my sandwich possesses. Using magic, I’ve given your ruben the taste Quality of lettuce. Make sense? Sort of? Well, that’s the basics at least. You see, everything around us has Qualities. The air, the earth, the objects we touch and interact with. Even people. If you can touch it, it has Qualities you can alter. Magic works by taking the a Quality out of one thing and putting it into another thing. In order to do this, you need to have a sample of that Quality on hand. I couldn’t have made your sandwich taste like cheese, for example, because there’s no cheese nearby to use as a source. Magicians call these Quality donators sources. The First Law of Magic states that all Qualities must have a source. That’s why I had to use my own sandwich as a source of the lettuce Quality. What are the other laws? Let me see. The Second Law of Magic states that part of something is as good as all of it. So if I wanted to make your sandwich taste like bacon, I’d just need a tiny piece of bacon to use as a source, not a whole pig. This is useful when giving Qualities to living things. If you want to give something cat fur, you just need a sample of cat fur, not an entire cat. You can typically tell if someone is a magician because they’ll carry a pouch of sources. I’ve got one in my cloak right now. What’s that? Can I change your sandwich back now? Sure. Let me just touch it. There. It should taste normal now. The Third Law of Magic states that feelings and thoughts aren’t Qualities. You can manipulate abstract traits like growth and

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hardness, but you can’t alter someone’s thoughts or mind. It’s just not possible. Finally, the Fourth Law of Magic states that all changes made with magic are permanent. Think twice before using magic on yourself or a treasured object, because once done, it will never wear off. Can anyone do magic? Well, technically yes. Anyone can learn to draw out and manipulate Qualities. But that doesn’t mean that everyone will be good at it. Why do you think the Federation puts so much money into finding and training young magicians? It’s because some people have a talent for the stuff. Some people are innately able to grasp and apply Qualities, and these people make better magicians than people who have no talent for it. It’s like learning an instrument. In theory, anyone can do it, but some people have an ear for it and others are tone-deaf. Magicians have also subdivided magic into a number of different types. I’m sure you’ll learn all about them in your classes, but I want to give you a basic overview while I have the chance. Transfiguration is the art of applying Qualities to inanimate objects, like I did with your sandwich. It’s a very useful practice, but often overlooked in favour of more flashy magic. Transformation is applying Qualities to living things. It can make fish fly like a bird, or give a human fur or claws. This one seems to be very popular among the students, and I’m not quite sure why. Nullification is the art of removing Qualities from objects. It is useful for undoing changes made by other magic. Last is evocation. It’s the art of conjuring new things using magic. It essentially takes empty space and gives it all of the qualities of an object. It can be used to make something from nothing, and is one of the most powerful uses of magic. You’re done eating? Good. Here, I’ve been talking so much I’ve barely started. I’ll eat as we walk. The university’s only a few blocks from here, and I don’t want you to be late.

Glimmer

What’s the university like? Well, its large, for one. There are thousands of students there. It also looks very old. The whole place is made of magically bleached stone. It’s gleaming white, hence the name Glimmer. In the summer the whole place lights up like a shaft of light. The campus is divided into seven buildings. At the centre is a large tower. It’s the university proper. All of the classes, libraries and offices are in there. All told, it’s one hundred floors. The first ten are for administration and record keeping. Don’t expect to be spending much time there. The next fifty are all lecture halls, usually two per floor. They’re numbered for ease of access. If you ever have a class in Hall 38B, it’s going to be on floor 38. The next twenty floors are large practice rooms. Upper year classes on practical applications of magic usually happen in there, but some are always reserved for students looking to try out their magic. They have a host of objects in storage there to use as sources. Just be nice to the storemaster, and he’ll let you use them whenever you need to.

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The next twenty are all library. Yes, I know, that’s a lot of books. Most of these floors are actually one giant room, with walls ten stories tall and covered in books. The librarians work to keep the place ordered and clean, but there’s only so much they can do in such a large space. Do try to not make a mess in there. The top of this region is a massive skylight, which lets in light to the whole library. Then, on the tops of the tower are smaller spires, where the faculty live. Sometimes they invite students up there for tutoring or the occasional dinner party, but for the most part they’re off limits to students. I have a room up there, although I’m never at the university long enough to use it. Are there elevators? No. Don’t let that intimidate you, though. You won’t have to climb one hundred flights of stairs every day. Running down the centre of the tower is an open channel. It’s under a constant magical effect that allows anyone who sets foot in it to fly. You can simply float up to your desires floor and touch down on its balcony, and there you are. Just a warning, but a set of informal rules have developed for use in the chamber. If you’re going up, keep to the front, and if you’re going down, stay to the back. Also, no horsing around. Obstructing the passage for other people is always frowned on. Outside of the main tower is a large courtyard. It’s here that the sports teams and clubs meet, and where large ceremonies are held. If it’s raining, the faculty can create a magical shell around the top of the tower to block it out. Beyond the courtyard is a high stone wall that rings the campus. Set into it are six smaller towers, each 25 floors high. This is where the students dorms and cafeterias are. The towers are essentially all the same, so it doesn’t really matter which one you’re in. That doesn’t stop the students from competing among themselves to see which one is the best, however. Also, each cafeteria serves different food, and as a student you’re free to go to any of them, so if your home Tower isn’t serving something you like you can just walk over to another and eat there. Back when I was a student, my home Tower would make this horrible meatloaf on Fridays, so I would walk over to the next tower and have whatever they were having. I met some interesting people that way, some of which I still talk to today.

Magical Jobs

I should also mention the kind of jobs available to magicians, once they graduate. First and foremost, you could get a job with the military. Now I know I said Glimmer wasn’t a military school, and it’s not, but a lot of its graduates do end up serving there for a time. As a military magician, you’ll be applying Qualities to armaments and using magic to destroy enemy equipment and fortifications. It’s dangerous work, but also very well paid. On a more domestic note, you could become an enforcer. They’re magicians who work with the police to lend them additional firepower. Like military wizards, they mostly use magic to destroy things, but this time it’s within cities and towns, not on a battlefield.

they’ve grown into very different places. As your mentor, it’s my responsibility to ensure that you get into a Tower that suits you, and that requires telling you how they really work. Starting at the north end of the campus, and going clockwise, there’s Vinum Tower. It’s known across the campus for its parties. There normally one or two happening every night, and there’s always a big one that covers the entire building during the weekends. You don’t want to stay there if your grades are important to you. Although, in my humble opinion, there are more important things than grades. Like having something tight to stick your dick in, but I digress. At the parties, the students typically drink water that’s been magically altered to act like beer or wine. Sometimes they throw aphrodisiacs into the mix for a really fun time. If you end up getting invited to one of these, and you probably will, definitely go. You’ll be missing out massively if you don’t. This is where I stay, and I can probably get you an invite to the one happening next weekend, if you’re interested. Next up, in the northeast, is Adagio Tower. It’s here you’ll want to go if you’re the scholarly type. The residents of Adagio spend most of their time studying in their rooms or the library. Personally, I’ve always found the Tower to be kind of boring, but if you really care about your marks, it’s a good environment to be in. I have noticed, though, that when the residents of the Tower let go, they really let go. No one can get as rowdy or wild as an Adagio when he puts his books away. In the southeast is Exter. This Tower is unusual, I’ve got to say. It’s residents are an eclectic group, known throughout the campus for their strange behaviour. They dress strangely, have odd conversations and generally are a little off beat. Not that there’s anything wrong with them per se, they can just be a little hard to understand is all. Besides that, there isn’t really any one thing I can say about the group. They’re pretty individualistic that way. Some are scholarly while others are party animals. Some are secretive and others are popular. You just never know what you’re going to get with them. Celatum is the southmost Tower. It’s … well, it’s a strange place. The people there are highly insular. They don’t like to talk to outsiders, and they never eat outside of their Tower. If you go to their cafeteria for a meal, be prepared to be completely ignored. I had a girlfriend once who stayed in the Tower for a year and then moved to Adagio. She said that the people there practised secret magic rituals, which usually ended in magically-enhanced orgies. She didn’t like how secretive the whole thing was and so she applied for a transfer, and personally I don’t blame her, but some of the stuff she told me about their parties sounds extremely interesting. In the southeast is Risum. Every year, the Tower seems to attract all of the competitive sports-types. The best jocks and atheletes are always from this Tower. I don’t know why this is, if they’re selected for the Tower or just gravitate to it, but that’s the way things work. It’s residents are renowned for two things. First, they are spectacularly fit. They’re just gorgeous to look at, men and women. And this is coming from someone who’s straight, mind

That’s it for the dangerous jobs. If you have an artistic streak, you could become a cosmeticist. These people use magic to create changes in the way things look. They can make artwork out of anything, and most make their living painting magical murals or altering mundane objects for rich clients. Speaking of money, perhaps the most lucrative use of magic is being a spell surgeon. These people use magic to add or remove features from other people’s bodies. They give people fur, wings, breasts and so on. Their services are expensive, and most of them live in luxury mansions and drive sports cars. If you aren’t interested in all that, you could become a currier. Most magicians learn to fly, and some make a living transporting goods across cities or small stretches of countryside. Curriers aren’t as well paid as some jobs, but they do get to spend most of their time in flight, which is a bonus. On a more fun note, you could be a party magician. These people perform magical tricks for people, either on a stage or at a private function. Some people look down on the profession as a waste of magical potential, but I know several party magicians who are quite happy with what they do. Finally, if you find you like Glimmer too much to leave, you could become a professor there. Or you could do what I do, travel around the world looking for people with magical potential, and asking them to come to the university. It’s a good job, but you can never really settle down anywhere because you’re always on the move. And would you look at that, here we are. On the doorstep of the university. And would you look at that, there’s Kyle, your mentor. He’s volunteered to show you around the place and help you settle in. I’m afraid this is where I leave you. I know, we’ve only just met, but I have another recruit to track down this afternoon. I’m sure I’ll see you around campus later on in the year, but for now this is goodbye. I’m sure Kyle will be more than capable of showing you around the university.

The Towers

Welcome. Is this your first time in the capital? It was mine to when I was first shown around Glimmer. Don’t worry, I’m sure you’ll feel right at home here in no time. So what did the old man tell you about? Boring history I’ll bet. Well, there won’t be any of that with me. I’m here to tell you the things you really need to know in order to succeed here. First and foremost, are you a virgin? Don’t look so taken aback. It’s just a question. Yes? Well, you won’t be one for long. The students here are very inviting, and I’m sure they’ll show you a good time pretty soon. You seem uncomfortable. Trust me, you’ll get used to this stuff pretty quickly. Most importantly, did the old man tell you about the Towers? A little bit. Well forget everything he told you. He’s faculty, and he has no idea how things really work in the residences. He probably told you that the six of them were interchangeable. Well, they aren’t. Each one caters to very different kinds of people. Maybe what he said was true when he went here, but in the years since

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you. The second is their huge libido. They’re literally always horny. I don’t know what it is about that Tower, maybe it’s something in the water, but its residents are just insatiable. Risum parties are almost as good as Vinum ones, but they have a lot more sex. Last up is Accipit, the northwest Tower. Most people generally ignore the Tower. It’s residents don’t really seem to have much unique about them, or so most people think. I’ve found, though, that’s they’re among the nicest and most accepting people on campus. If you have a problem and need someone to talk to who isn’t a guidance councillor, or you want to try something new in bed, they’re the people you want to talk to. No matter what or how strange your request is, there someone in Accipit who’ll do it for you. My best friend stays in the Tower, and we’ve tried some pretty crazy things. Just last week we … well, I’ll leave that up to your imagination. Now that you’ve got the rundown, which one do you think you’ll like best? Exter? Well, that wasn’t what I expected. But to each their own, I suppose. Here, I’ll walk you there.

The Secrets

So, how much did the old man tell you about the campus? The basic layout and all? Well, I bet he didn’t tell you about the missing floor, or the catacombs, did he? No? Not surprised. We students aren’t supposed to know about this kind of stuff. But as your mentor, I’d be leaving you in the dark if I didn’t tell you about them. First is the hidden floor. You know how they say that the main building is one hundred stories tall? Well, it’s not. People have counted the number of floors visible from the outside, and there are one hundred and one. But on the inside, you can only get to one hundred of them. One of the floors is cut off from the rest somehow. Where exactly it is, no one knows, but it’s in the building somewhere. How about the library’s forbidden wing? I’m sure he wouldn’t have told you about that. Here’s the deal. In the back portion of the library, away from the skylight and the librarians’ desks, is a door. Behind that door are books detailing all the ways of using magic that students aren’t supposed to know about. Forbidden stuff, but also fun stuff. Ways of using magic in sex, stuff like that. The faculty assume that just putting the stuff behind a door is enough to keep people away from it, but it isn’t. I know of at least three people who have snuck in there and read some of the books. The stuff the staff don’t want us to know is circulating around the campus as we speak. If you want to see it, you just need to know the right person to ask, and be willing to do them a favour in return. There’s also another secret hidden in one of the faculty spires. At the top of the northeast tower is a room that can only be described as a spa. There are hot tubs, massage tables and a pool laced with magically-enhanced oils and perfumes. The room is usually reserved for faculty, but sometimes they grant upper year students permission to go into it. Clothing is completely optional there, and I’ve heard rumours about the parties and events that the staff get up to in the place. Risque stuff, I have to say. Finally, there are the catacombs. Underneath the main

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buildings of the campus are a network of unlit tunnels stretching far into the earth. No one knows where they came from or why they’re there. Some people think they predate the campus, while others think they’re there to house things too dangerous to let out into the light of day. I know of a few people who have broken into them and almost got caught, and they didn’t find anything unusual, but then again, they didn’t get particularly deep. What’s really down there, no one knows for sure. Here we are, at your Tower. I’ll show you to your new dorm room and then I’ll be off. I’m sure your bunk mates can answer any other questions you might have. Each tower floor has two rooms around a central common area. Each room has six beds in it, along with closets and some other storage space. They can get cold in the winter, but warming a room up is an easy magical trick once you learn it. This is your room. I hope I’ve been helpful to you, and if you ever need anything, please come find me. I’m in room 21B in Vinum, and you’re always welcome there. Good luck with your studies, and don’t forget to let loose and have some fun every once in a while.

Campus Life

Hey there. So you’re my new roommate. Nice to meet you, I’m Ken. Short for Kennith, but most people here just call me red, on account of my fur. No, it’s not naturally that colour. I use magic on it. I’m a third year student here, so if you ever need a hand with something, just ask. Why am I naked? Why not? You’re going to have to get used to nudity if you’re going to live here. Most people in the Tower don’t bother with clothing. I just got back from a very nice shower, if you know what I mean. You seem a little uncomfortable. That’s okay. I was too my first year. All this takes some getting used to. Why don’t I give you some tips, to help make the process easier. First of all, every Tower is overseen by a don, who is elected each year by that Tower’s students. They’re supposed to make sure we don’t get too wild, but since the students elect them, they pretty much let us do whatever we want, so long as we don’t trash the place. This year’s don is a fox named Sasha. She’s hardworking, but she has a wicked sense of humour. Make sure to get on her good side, although with a face like yours, I doubt that would be a problem. She’s a sucker for a cute face. Also, you’ll probably want to get used to people having sex. It happens a lot here, and there will be times when you come back from a class to find your roommates sleeping with someone. If you want some peace and quiet, go to the library. That’s really the only place you’ll really find any. On a similar note, people here are pretty open. If you’re ever feeling horny, or just want a good time, ask around. You’re sure to find someone willing to have some fun. Or just do what I do. Start masturbating in the common room and see who comes to join you. Sometimes people just watch, but others they jump right in and you’ve got a party on your hands. I’ve spent some good evenings that way.

Anyway. The Towers technically have separate floors for men and women, but no one really cares. People sleep wherever they are when they’re done having sex, be that in someone else’s room or someone else’s Tower. The beds here are pretty large, so you’ll never run out of places to sleep. I can’t help but wonder if the people who designed this place knew what it would be used for. Also, birthdays area big deal here. When yours comes around, expect the whole floor to go crazy for a few days. Any excuse to celebrate is good one, right? You’re probably wondering about your classes too. Study here is divided up into four years. First and second year classes are mostly lectures and theory. There are a few demonstrations of magic, but not much. They’re kind of boring, but they do teach you things like what a Quality is, how to pull one out of an object and what you can do with it once you have it. Third and fourth year classes are more hands on. They typically happen in the practice rooms in the upper floors, and teach you specific applications of magic. In your fourth year you’re expected to do a thesis on some facet of magical practice. You can either write a paper on magical theory, or invent a new use for a Quality that no one has ever thought of before. I’ve got a friend who’s doing some really interesting things with using colour Qualities to help monitor cell division. Don’t worry though, you’ll have plenty of time to figure out what you want to do yours on. For now, though, just try to settle in. Get your things in your chest and get used to your new bed. If you want some help breaking it in, just let me know. That reminds me. Sometime, we’ll have to put together a proper welcome for you. Don’t worry, it won’t be too crazy. Just the people from the floor and maybe a few friends. John, who sleeps in the bed next to yours, has this recipe he uses to make this drink using magic. It’s just fantastic. You’ll have to try it sometime.

the school’s superstars, and for the last few years we’ve won the national championships. If you’re thinking of trying out, be prepared for practices almost every night. I’ve heard rumours that the team hosts private, invite-only parties to celebrate its victories. I’ve been trying to get into one for years, but so far no luck. The other main sport on campus is tennis, but it’s unlikely you’ll ever get involved in it. The tennis team makes the theatre club look downright inviting to outsiders. It’s extremely close-knit, only accepting new members if they’re related to the old ones somehow. The tennis players normally only associate with other tennis players, so there’s practically no chance of getting on the team. I have heard, however, that the student council is trying to force them to take on new members, so we’ll see how that goes. While it’s not a sport per se, a lot of people here enjoy playing skytag. It’s a fun game, where you chase one another around through the air, trying not to get tagged. Me and a few friends of mine play it most weekends, and anyone who wants to is welcome to join. You have to be able to fly, of course, so it’s mostly for upper year students. There’s one more group I should mention, even though they aren’t really a club or team. Technically they don’t even exist. They’re called the Blacklight Society. They’re a secret fraternity that operates within the campus. No one is entirely sure where or when they meet, but its probably somewhere in the catacombs beneath the main tower. No one knows what they do at their meetings, but its probably something magical. I’ve heard rumours about some of their rituals. Some people say that they use magic to all transform into monstrous forms and them sleep with one another, while others claim that they are really the ones who run the university, and that their society predates Glimmer’s founding. I’ve also heard that they haze their initiates by forcing them to wear vibrators under their clothing, which the higher ups turn on and off at will. I’ve also heard that they maintain a strict hierarchy, with new members having to serve older members for the first year or so. The strange thing is that, if you ask any of the faculty about it, they’ll deny completely that any such group could even exist. They won’t even accept that it’s possible. Some people think that the staff are in on it. I personally think it’s all just a bunch of rumours, but I’ll leave you to make your own conclusions.

The Clubs

Classes don’t start for another week or so, so now’s a good time to get to know everyone. Make some new friends, if you know what I mean. There are some clubs and teams you might be interested in joining, while you have the time to check them all out. There’s the astronomy club. They meet once a week on top of one of the Towers and look at the stars. I’ve heard that rather than use telescopes, they use magic to give their eyes the magnification properties of one, and just look up. I personally don’t find the idea of spending all night looking at the sky that exciting, but if you do, more power to you. The theatre club meets in one of the unused practice rooms, where they rehearse and write scripts. Every few months, they put on a performance in a lecture hall, and they’re always pretty good. They’re pretty insular, do it’s difficult to get involved with them, but I’ve got a friend in the club, so I might be able to put in a good word for you. As for sports, there are a few options. The most popular sport on campus is hardball. It’s a highly competitive sport usually played in the courtyard between two teams. The top players are

Other Students

You may want to sit down for this part. It may take a while. You comfortable? Good. Now, I’ve been here for two years now, and I’ve met a lot of people. I’m going to do you a massive favour and give you a run down of who’s who around campus. I wish someone would have done this for me when I first got here. I had to figure all this out for myself, so count yourself lucky that you don’t.

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Joffrey

Species: Deer Sex: Male Orientation: Gay Joffrey is one of the most popular people on campus. Everyone knows him, and it’s easy to see why. In addition to be absolutely gorgeous, he comes from a long line of nobility in his home nation. He dresses only in the finest cloth and jewellery, and he carries himself like a prince. Did I mention he’s gay, because he is. Not like I’m likely to ever get with him. He has a constant stream of people lining up to be his lover. He is known to be very selective about who he sleeps with, only allowing people he deems sufficiently cultured into his bed. There are rumours though that the guy is lonely. They say that all his noble background and regal bearing just push people away from him. I’ve hears that, on occasion, he breaks down after sex and tells his partner how alone he really is. It seems he wishes he had more real friends, as most of the people he knows just want to get with him to get in good with his family. I feel kind of sorry for the guy, and if he ever lets me fuck him, I’ll tell him as much.

Theon

Species: Otter Sex: Male Orientation: Bi Theon is an interesting fellow. He’s extremely muscular for an otter, and is one of the best hardball players the campus has. He stays in Vinum, and has a reputation for being quite the party animal. He has a wide friend group, and is known for throwing some of the best orgies the campus has ever seen. How he gets any school work done in the midst of all this is anyone’s guess. Here’s the interesting thing. Half of the guy’s friends are in love with him. I’ve heard from some very reputable sources that his best friend, a wolf named Jay, has been trying to get with him since they met. He also has a new friend, a tiger named Markus, who he’s gotten close with over the last year. They’re both jocks, and it seems like Markus might succeed in winning Theon’s heart. Jay isn’t too happy about this, but he’s scared to tell the otter how he feels, for fear of ruining their relationship.

Ramsey

Species: Wolf Sex: Male Orientation: Straight Speaking of jocks, I should tell you about Ramsey. He’s a new face around here, only in his second year now, but he’s quickly risen through the ranks to become one of Glimmer’s top athletes. He’s gotten a top spot on our hardball team, and scored the winning goal in last year’s final game. He’s handsome, quick witted and surprisingly kind. In short, everyone loves him. He also seems to have made it his mission to sleep with the entire student body. In his first semester here he worked his way through his Tower, and then moved on to the others when he ran out of new people there. He tells people that he’s straight, but

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I’ve known at least ten men who have slept with him. Here’s the interesting thing though. He doesn’t think of himself as a player. According to him, he’s looking for the right person. Supposedly, when he finds them, he’ll settle down and form a lasting relationship. This could all just be a cover for him liking to sleep around, but if he ever finds this magical person, he might just stop.

Vanessa

Species: Lion Sex: Female Orientation: Straight Vanessa is one of my best friends, and I’m sure you’ll hit it off with her when you meet her. She’s one of the nicest people I know. She’s attentive, supportive and an excellent listener. Whenever I’ve needed something, she’s always there with exactly the right thing. She’s also very gentle in bed, should it ever come up. Here’s the thing though, she’s one of the most competitive people I’ve ever met. She simply cannot let a competition go once she’s gotten involved in it. A year ago, she tried out for the tennis team and was turned down. She still hasn’t gotten over it, and she has a grudge against them to this day. Whenever we play skytag, she always needs to win, or she’s in a foul mood all night. And don’t ever bring up the time she tried to play hardball.

Len

Species: Dog Sex: Male Orientation: Bi What can I say about Len that you won’t learn on your own? He’s really nice when you get to know him. He’ll talk about whatever you want to talk about, for as long as you want to talk about it. He’s small, but kind of in an adorable way. He also likes to experiment with different hair colours every now and then. But that’s not what he’s known for. He’ll sleep with anyone. Just ask him and he’ll drop whatever he’s doing and sleep with you, then and there. He’s known as the dorm slut by some, but that’s not quite the truth. I’ve slept with him several times, and I’ve learned why he’s so generous. It’s because he’s such a caring guy. He just wants everyone he knows to be happy, and he figures the best way to do that is to sleep with them a lot. He knows that he has a reputation as a slut, and he finds the whole thing kind of amusing. He also has no intentions of stopping because of it.

Jess

Species: Blue Jay Sex: Female Orientation: Bi I can’t say I know Jess very well. We’ve met on occasion, and she seems quite nice, but you get the feeling that she’s keeping something from you. She’s a little standoffish. But more than that, she seems to have an aversion to talking about herself. She’s mostly kept to herself the two years she’s been here, and as far as I know she hasn’t made any friends, or attended a single party. She isn’t

antisocial, she just seems to like keeping to herself. She also stays in Adagio, which doesn’t help. It wasn’t until part way through last year that someone figured out why she’s such a loner. A friend of mine was going through some old newspaper clippings for a research project when he found one about a car accident. It seems her parents were killed the year before the started coming here. Most people don’t know this, but use few who do are trying to see if we can’t comfort her in some way. It’s a long shot, but maybe if we get her to open up about her past, we might just help her to become more comfortable here and maybe make some new friends.

Harold is a good friend of mine, despite being from Adagio and spending most of his time in the library. He’s got something of a reputation around campus, and I can’t say that it’s undeserved. See, he’s a mouse, but you’d never know it from looking at him. He loves to try out new traits and body alterations. It seems like every time I see him he’s got some new appendage somewhere. What most people don’t know about him is how he likes to test out his new body parts. Every once in a while, he’ll break away from his studies and magic use and come over to my dorm room. There, we put together a little party, nothing big, just a few of my roommates and some of their friends. Then we all get a turn testing out his new body parts. It’s a lot of fun. If you’re interested, I’m sure I could get you in one of these times. I hear this week he’s looking to give himself something ‘horse-like.’ Can’t wait to see what that means.

Alex

Species: Bear Sex: Female Orientation: Straight Now here is someone near and dear to my heart. She is the don of Vinum, and boy is she ever good at her job. What I mean by that is that she throws the best parties anywhere on campus. She doesn’t do it very frequently, maybe once a month, but when she does, they are spectacular. Being the don, she gets the entire tower to take part. She has some floors designated for drinking, others for sex and others for recreational magic use. It’s like twenty awesome parties all going on at the same time. She herself is quite the party animal. She’s known to jump from one party to the next, wearing nothing but a bow tie and slippers, using magic on people and sleeping with anyone she finds particularly attractive. Strangely, she never seems to drink anything at these parties, although there’s plenty available to drink there. If she ever throws a party, go. You’ll miss out on something amazing if you don’t.

Hugh

Species: Tiger Sex: Male Orientation: Gay This guy is tons of fun. He’s a master at partying. I don’t just mean he’s good at drinking, but this guy has turned parties into an art form. He is a master at finding the right party and showing up just as it gets good. Once there, he seems to brighten up whatever everyone else was doing. Parties are simply more fun with him there. Everyone who meets him wants to be his friend, and I’m lucky enough to be counted as one of his closest companions. He’s also pretty promiscuous. He never leaves a party without a date. I’m proud to report that I’ve been the one on his arm a few times. He’s as good in bed as he is at a get together. Despite all of his sleeping around, I heard recently that he’s got himself a boyfriend. Me and the others who know him want to meet the lucky guy, but no one has yet. Apparently the boy’s quite shy, but I’ll get to him in a moment. For now, Eric comes to parties by himself, and he still sleeps around. Apparently his new friend isn’t the jealous type.

Celena

Species: Fox Sex: Female Orientation: Unknown Celena is a relatively unknown member of Celatum Tower. She generally keeps to herself, which is a shame, because she’s adorable. She’s got this petite librarian thing going on, with black fur and little glasses and everything. But I digress. That’s not what’s important. What’s important is that she’s curious. She came to Glimmer to learn magical secrets, and apparently the standard curriculum isn’t enough for her. She’s taken to spending most of her time in the library, researching obscure magical ideas and practising with little-used Qualities. There are rumours that she’s even broken into the forbidden wing of the library a few times. Some rumours go on to say that she used to go there on a regular basis, but that recently she’s stopped going to the library altogether. Some people think that, whatever it is she was looking for, she’s found it.

Eric

Species: Rabbit Sex: Male Orientation: Gay Eric is Hugh’s new boyfriend. He’s apparently a soft-spoken rabbit who’s rather timid around people and hates crowds. From what Hugh tells me, he’s really bright. Like, genius level bright. But his shyness makes it difficult for him to be around other people. He’s apparently a member of the astronomy club, and its members are the few people he actually talks to. Apparently with them he’s witty, if still somewhat quiet. Thanks to his boyfriend, he’s apparently started to open up a bit more and become more comfortable around people. It’s only a matter of time before he goes to his first party, and we’re all hoping to be there when he does.

Harold

Species: Mouse Sex: Male Orientation: Gay

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Benjamin

Species: Wolf Sex: Male Orientation: Bi Benjamin comes from a well-respected family in the Federation military. Apparently both his father and grandfather were high-ranking commanders or something like that. He’s here because he’s training to be a military magician. Everyone knows that he’s going to become one after he graduates. He’s apparently quite talented as a magician, but that’s not what he’s known for. The guy’s a massive submissive. He really gets off being ordered around. He doesn’t come to parties all that much, but I’ve heard that’s because his roommates keep him really busy. It must be nice having your own personal fuck servant around. There’s one story I heard where a group of guys found him in a bathroom. They ordered him to suck them off and he dropped to his knees on the spot. He not only sucked off every one of them, twice, but he saluted them afterwards and thanked them for it. I’d love to get the guy for a night and see what he’s willing to do, but so far I haven’t had any luck.

Erica

Species: Cow Sex: Female Orientation: Bi Erica is our current student council president. She’s held the role for a year now, and she’ll likely be elected again next year. She’s an extremely driven and ambitious person, setting her sights on high office from the moment she set foot in the school. She’s also extremely intense. The rest of her staff are intimidated by her, and I think she knows it. Some part of me suspects she gets off on it somehow. She doesn’t come to parties as far as I know, but that isn’t to say she doesn’t occasionally have a good time. She’s known to select people and let them into an exclusive inner ring of people she sleeps with. According to one of her fuck buddies I know, she claims that having sex on a regular basis lets her concentrate better on her work. That could just be an excuse for having what is essentially a harem, but if it works for her, more power to her.

Lau

Species: Otter Sex: Male Orientation: Straight Lau is our student council vice president. He is in all ways the opposite of the president. He’s quiet and meek, to the point of being a bit shy, but apparently he’s really bright. He keeps the student council in operation, and is probably the hardest working person on campus. The rest of the council rarely credit the work he does, but he doesn’t seem to mind. In fact, I think he prefers it that way. There’s a rumour going around campus that he’s secretly in love with the president. I don’t know how true it is personally, but if it is, it wouldn’t surprise me. It explains why he’s always at her

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beck and call, and why he works so hard to carry out her plans and projects. He wants to be noticed by her, although I doubt he ever will be.

Jake

Species: Lion Sex: Male Orientation: Bi Jake’s a favourite of mine. Although, come to think of it, he’s a favourite of half the campus. He’s known around here as guitar guy, and for good reason. The guy can to amazing things with one. I think he knows every some ever made or something like that. More than that, he likes to incorporate magic into his act. He’ll conjure up sounds from thin air or make random objects into musical instruments. The guy’s a genius when it comes to putting on a show. Everyone wants him to come to their parties. Unfortunately, there’s only so much of him to go around. He typically goes to a party every night and plays there, and in exchange he gets his pick of the guests to take back to his dorm. I can’t say I’ve ever had the good fortune to be his pick, but I’ve heard that the guy is amazing in bed. Unfortunately, all his partying seem to affect his marks some. I’ve heard he’s struggling to keep them up, and he’s been put on academic probation. If his marks drop any more, he won’t be able to continue to attend Glimmer. That would be a shame for everyone involved, although I’m sure he could make a good living as a musician if he really tried.

Demetri

Species: Horse Sex: Male Orientation: Bi Cemetri has a nickname around campus. People here call him the Dom. From the name, I’m assuming you can guess why. The guy’s has a massive domination fetish. He loves ordering other people around and being in control. Lucky for him, he stays in Accipit, and those people are generally up for anything. I’ve heard recently that he’s trying to put together a stable roster of subs that he can rely on to always obey him. So far, I think he has one or two people, but he wants more. He’s been attending parties recently in the hopes of finding more people, so expect to see him around campus in the future.

Felix

Species: Fox Sex: Male Orientation: Gay I’m going to let you in on a little secret. It’s about Felix, a fox who stays in Adagio. He doesn’t really want anyone to know this, but I figure I can trust you with it. See, when he came here, he was pretty inexperienced with sex. I think he might even have been a virgin. Anyway, so he starts putting himself out there, and soon enough he’s getting laid, but he starts to notice a pattern. He seems to like it best when someone else takes control. Soon enough, he’s discovered that he can only get off by being dominated.

Now, for some reason, he doesn’t want this to become common knowledge. I’ve tried to convince him that it would be much easier to find a dom if he’s open about being a sub, but so far no luck. He seems to be kind of embarrassed about the whole thing. Why, I can’t imagine. There are people with plenty of more unusual preferences around here who are completely open about it. For now, though, it seems he’s going to remain in the closet.

it’s that important now, but trust me, it’s going to be useful in the future. First is the library. I know it might not seem like the most private of locations, but you just need to know when to visit it. The librarians typically stay near the main part of the library until dusk, when the do their re-shelving. The library is normally pretty full all day, but most people leave it come dinner time. If you hit it between when dinner starts and the sun sets, you’ll have the entire place to yourself. Just find a nice back corner and fuck away. And don’t worry, there’s usually plenty of food left in the cafeterias later on in the evening. My personal favourite place is a bit of a secret. Don’t let anyone know about this one, okay? There’s a number of storage rooms on the first floor with sports equipment in them. They store hardball balls and tennis rackets and stuff. There are three of them, but no one ever uses the third. It’s small and doesn’t have anything of use in it, so people just ignore it. So long as you don’t make too much noise, you can stay in there all day and no one will bother you. I know I have. Finally, if all else fails, you can always just use one of the lecture halls. Make sure you check the schedule posted out front to be sure it’s unoccupied for a while. If it’s a weekend, you’re golden. There is one thing I should mention though. There’s an unspoken rule that, if you’re using a lecture hall and someone else comes in, you let them join you. It’s just polite. I know I’ve had some wild afternoons that way, with people just coming in right after one another. Well, that’s all I had to tell you. If you have any other questions, just ask. Oh, and I forgot to mention. I’m throwing a little get together tomorrow, so if you want to get your feet wet, so to speak, you’re more than welcome to join in. I can guarantee you it will be a lot of fun.

Rodger

Species: Human Sex: Male Orientation: Bi Rodger is a second year student in this Tower. He started out his first year like most people do, exploring his sexuality and trying new things. Most new students do that for a while and then settle down into a pattern of what they like, but he never did. In fact, the longer he was here, the more adventurous he got. Now he has a reputation as the man without boundaries, and this has only attracted more new experiences to him. He’s willing to try just about anything, and from what I’ve heard the guy really doesn’t have any limits. It doesn’t matter if it’s submission, domination, masochism or voyeurism, he’s up for it. My guess it that he gets off on the thrill of the unknown, but maybe he really just loves every fetish that much. Maybe, if you ever sleep with him, you’ll be able to find out.

Mal

Species: Human Sex: Female Orientation: Straight Mal is our resident newspaper. She doesn’t write a newspaper, she is one. She’s up on everything going on here. When people what to hear about what’s happening on around campus, they go to her. She can fill them in on everything from hardball scores to parties to which staff member forgot to wear pants to their class. She’s only in her second year, but most people honestly can’t imagine the school without her. She has this cool trick she does with magic. She carries a disposable camera around, but she never takes pictures with it. Instead, the gives herself the Quality of recording images, and then gains a perfect memory. Then, the uses evocation to create copies of the images she keeps in her mind. Pretty clever. She’ll probably write about the trick for her thesis, when the time comes for her to do one. Recently though, I’ve heard she’s taken on a new project. She wants to crack the Blacklight Society. She’s been trying interview people who have some connection to the group, but as the Society is extremely secretive, she hasn’t gotten anywhere yet. Knowing her though, she won’t give up until she knows everything there is to know about them.

Magic

All things in the world possess Qualities, mystical properties that set one object and creature apart from others. Through skill and training, these Qualities can be taken, rearranged and removed, making one object behave like another. The ability to do this is called magic. Anyone can use magic, but like most skills, those with a talent for it are far more likely to succeed at it. Magic is governed by four laws: Law One: All Qualities must have a source. Law Two: Part of something is as good as all of it. Law Three: Feelings and thoughts aren’t Qualities. Law Four: Magic is permanent. Within these laws, a skilled magician has virtually unlimited control over the traits of everything around them. They can make ice hot, a breeze cut like knives, or plain water as nutritious as a multivitamin.

Places to Have Sex

You seem tired. I suppose it’s probably been a long day for you. I’ll let you get some rest, but before I do, there’s one more thing I should mention. I’d be remiss if I didn’t let you know about some of my favourite places on campus to have sex. You might not think

Magical Skills

Magicians recognize four distinct uses of magic. Each one of these is its own Skill, and like other Skills they are rated as +1,

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+2, or +3. What a magician can do with their magic depends on the rating they have in the appropriate magical Skill. These Skills are as follows. • Transformation deals with giving Qualities to living things. • Transfiguration deals with giving Qualities to inanimate objects. • Evocation deals with making new objects out of existing Qualities. • Nullification deals with removing Qualities from living or non-living things.

Casting a Spell

In order to cast a spell on something, the magician must touch the source of the Quality they are imbuing and then touch the target of the spell. They then must succeed on a simple roll of the Skill most appropriate to the magic in question, plus Intellect. Transformation is used if the target is a living thing, including the caster. Transfiguration is used if the target is non-living. More than one Quality can be imbued at once, provided the magician has a source of all of them on hand. When using Evocation, the target object can be created anywhere within ten yards. Only inanimate objects, plants and energy can be created using this Skill, not animals or people. Each Quality used adds to the final object, which becomes the sum total of all Qualities applied to it. These objects have no substance unless Material Qualities are used in their creation, and are normally obviously magical in nature, only possessing the Qualities they were given. When using an Evocation on a Conceptual Quality, the Quality can be made to affect a region of up to ten square yards, rather than a created object. When using Nullification, a source of the Quality being removed must be present, and it must not be the object that the Quality is being removed from.

Kinds of Qualities

There are three tires of Qualities that magicians can work with. Using Qualities from a tier requires having the appropriate Skill at that tier’s rating. Cosmetic Qualities govern the sensory traits an object has, like colour and taste. Using Cosmetic Qualities requires a Skill of +1. Material Qualities govern all of the physical traits that an object has, like hardness, shape and flammability. All External Traits that creatures possess are Material Qualities. Using Material Qualities requires the appropriate Skill be at rating +2. Conceptual Qualities govern all the capabilities of an object that can’t be touched, including the ability to grow, heal or fly. Using magic on Conceptual Qualities requires having the appropriate Skill at +3.

Magical Attacks

None of the four magical Skills are designed to harm others or cause magical damage. But a clever magician could easily use them to cause harm, especially Evocation. If a player can give a decent explanation of how they use magic to make an attack, they

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can roll their most appropriate magical Skill as an attack roll. The attack can be defended against normally, and deals Wounds like any other attack does.

Sample Qualities

The best way to understand how magic functions is to see examples of it. This section outlines several commonly used Qualities and how they can be applied through the four Skills of magic. The Qualities are sorted by tier, and sample sources are provided for each one. Feel free to invent new Qualities during play. If an object can reasonably be said to possess a Quality, then it can be used as a source and that Quality manipulated using magic. Be creative, and have fun.

Colour

Tier: Cosmetic Sample Sources: Any colourful object, dyes, clothing. • Transfiguration- Any inanimate object can be dyed. • Transformation - Skin, fur or hair can be coloured. Skin will remain the new colour permanently, while fur and hair will regrow as its natural colour, requiring repeated use of magic to maintain. This Quality can also be used to create magical tattoos by only colouring part of the skin. • Evocation - A conjured object has the selected colour. If used on its own, an illusion can be created of an object that is that colour. • Nullification - The target is returned to its natural colour, or made colourless.

Taste

Tier: Cosmetic Sample Sources: Food, salt, seasonings, flavour packets. • Transfiguration - An object can be made to taste differently. This is often used to flavour bland food or make water taste like soda or candy. • Transformation - Part of all of a person can be made to taste a certain way. Their skin could be affected, making kissing or giving them oral sex tasty. Alternatively, some of their fluids could be changed, making their saliva, milk, semen or vaginal juices taste appealing. • Evocation - A created object can be made to taste a certain way. • Nullification - The target is returned to its natural taste, or made tasteless.

Texture

Tier: Cosmetic Sample Sources: Stone, bubblewrap, glass. • Transfiguration - An object can be given a new texture. • Transformation - Part or all of a person can be given a new texture. This is often used on the tongue or genitalia for added pleasure in sex. This grants a +1 to all pleasuring rolls made with the affected region. • Evocation - A created object can be given a desired

texture. If used on its own, an object can be created that has no substance, but feels a certain way when touched. • Nullification - The target is returned to its natural texture, or made completely smooth.

clean • Transformation - A person’s body can be cleaned from all dirt and residue. • Evocation - An object that cleans everything it touches can be made. Essentially magical soap.

Hard

Weightless

Tier: Material Sample Sources: Stone, metal, hardwood. • Transfiguration - An object can be made rock hard and difficult to break. • Transformation - Part of all of a person can be made hard. This is often used on the penis, for a permanent erection, or on the whole body, to make the target’s skin hard as stone. • Evocation - A physical object can be created that is rock hard. • Nullification - An object can be made softer.

Tier: Material Sample Sources: Helium, air, feathers. • Transfiguration - An object can have all of its weight removed. • Transformation - A person can be made to float. Having wings is recommended before using this Quality on someone, as otherwise they will have no way of manoeuvring once in midair. • Evocation - A created object can be made weightless. • Nullification - An object can be made to have weight, or no longer be weightless.

Trait

Hot

Tier: Material Sample Sources: Fur, hair, nail clippings, blood, semen from a creature with the desired Trait. Any external Trait that a creature possesses is a Quality. So long as the magician possesses a part of that creature, they can grant objects and people any Trait that the source creature possesses. A magician can use their own body as a source as well. • Transfiguration - An object’s shape can be changed to possess the Trait. Useful for making dildos or fake vaginas out of everyday objects. • Transformation - The target person can be given any Trait the source creature possesses. • Evocation - Physical objects can be created shaped like the chosen Trait or Traits. These objects are tangible and permanent. • Nullification - Traits can be removed from the target object or creature.

Tier: Material Sample Sources: Hot soup, fire, a radiator. • Transfiguration - An object can be made permanently hotter. • Transformation - A person’s body can be made to heat up. This can be dangerous, as it essentially creates a magical fever. • Evocation - Fire can be created. This can constitute a magical attack. Alternatively, an area can be made warmer, removing the need for heaters or mundane fire. • Nullification - The target can be cooled down. Magically created heat or fire can be removed.

Electric

Tier: Material Sample Sources: Batteries, statically charged clothing, a wall socket. • Transfiguration - An object can be given a permanent electric charge. This can be used to make an electronic device’s batteries never run out. • Evocation - Lightning can be created. This constitutes a magical attack. • Nullification - An electric charge can be removed from an object.

Vibrating

Tier: Material Sample Sources: Vibrator, cell phone. • Transfiguration - An object can be made to vibrate constantly. Great for making toys. • Transformation - A part or all of the target’s body can be made to vibrate. Using it on their genitalia provides an additional one Pleasure a turn to them and anyone they’re having sex with. Applying it to their hands or tongue adds one Pleasure to any pleasuring action using that location. Applying it to their whole body does all of the above. • Evocation - A created object can be made to vibrate constantly. • Nullification - An object can be made to stop vibrating, or lose the ability to vibrate.

Sharp

Tier: Material Sample Sources: Claws, knives, toothpicks. • Transfiguration - An object can be made to cut like a knife, even if it’s a rock • Transformation - Part of a person’s body can be given blade-like qualities. This grants them the Weapon Trait. They need to be careful, however, not to harm themselves with it. • Evocation - Magical blades can be created. This can constitute a magical attack. • Nullification - Magical or mundane blades can be dulled and made completely safe.

Clean

Tier: Material Sample Sources: Water, clean clothes, white cloth. • Transfiguration - An object can be made completely

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Radiant

stop healing naturally.

Tier: Material Sample Sources: Fire, light bulb, LED, flashlight, phone screen. • Transfiguration - An object can be made to give off light of any intensity or colour. • Transformation - Part or all of a person’s body can be made to glow. This can make them into a living light bulb, or just grant them the Subtle Glow Trait. • Evocation - A magical light source can be made, usually a point of glowing light. Created objects can be made to glow. • Nullification - An object or person can be made to no longer give off light.

Flight

Tier: Conceptual Sample Sources: Feather, part of an airplane. • Transfiguration - An object be made to fly through the air like a plane. If it is large enough, it can be ridden on. • Transformation - An individual gains the ability to fly. • Evocation - Everything in ten yards of the Evocation can fly. • Nullification - Remove the ability to fly from an object or person.

Nutritious

Large

Tier: Material Sample Sources: Hair from someone with the Large or Massive Trait, part of a large statue. • Transfiguration - An object can be made larger. • Transformation - Part or all of a person’s body can be enlarged. This includes their breasts or genitals. • Nullification - An object or person can be made smaller, or returned to their normal size.

Sensitive

Tier: Conceptual Sample Sources: Hands, lips, a penis. • Transformation - Part of all of a person’s body can be made sensitive like their genitalia are. This can add new sexual Regions, which can be pleasured as though they were genitalia. • Evocation - Everyone in selected region has their whole body become as sensitive as their genitalia. • Nullification - A body part can be made less sensitive.

Tier: Conceptual Sample Sources: Multivitamins, plants, bread, flour. • Transfiguration - An object can be made to provide nutrients to anyone who consumes it. • Transformation - One or more of a person’s fluids can be made nutritious. • Evocation - Everyone who enters the affected region is satiated as though they ate a full meal. • Nullification - An object’s nutritive properties can be removed.

Alcoholic

Growing

Tier: Conceptual Sample Sources: A leaf, stem, bark. • Transfiguration - An object can be made to get larger over time. • Transformation - A person or part of a person can be made to get larger over time. • Evocation - Everything in an affected region grows larger over time. • Nullification - An object, plant or person can be made to stop growing.

Healing

Tier: Conceptual Sample Sources: Blood, a leaf, hair. • Transfiguration - An object can be made to repair itself gradually. • Transformation - Wounds can be magically healed at a rate of one per turn of magic use. • Evocation - Everything in the affected region repairs itself over time. Living things are unaffected, as they already do this. • Nullification - An object or living thing can be made to

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Tier: Conceptual Sample Sources: Run, beer, wine. • Transfiguration - Any material, even water, can be made to act like alcohol. Most people who use this trick also make their drinks taste like something nice. • Transformation - Some or all of a person’s fluids can be made to act like alcohol. • Evocation - Everyone who enters the affected area acts as though they had a few drinks. • Nullification - Alcoholic properties can be removes from a substance. Alternatively, a person can be sobered up instantly by using magic on their blood.

Aphrodisiac

Tier: Conceptual Sample Sources: Aphrodisiac potions. • Transfiguration - Any substance can be made to act like a moderate aphrodisiac when consumed. • Transformation - Some or all of a person’s fluids can be made to act like a moderate aphrodisiac when consumed. • Evocation - Everyone who enters the affected region gains one Arousal per minute or sexual turn. • Nullification - Aphrodisiac qualities can be removed from an object or fluid. Alternatively, one Arousal can be removed from the target’s sex track.

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